ArticleJMIR serious games2015
Digital games for type 1 and type 2 diabetes: underpinning theory with three illustrative examples.
Article in JMIR serious games, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 25 papers, 1 of them a synthesis that pooled it.
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Who cites it
25 citing papers in PubMed, 1 synthesis or guideline pooled it, 69 citations in OpenAlex.
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- MyDiaText™: Feasibililty and Functionality of a Text Messaging System for Youth With Type 1 Diabetes.The Diabetes educator · 2019Trial
- Sugar slay: a gamified decision support ecosystem for type 1 diabetes.Frontiers in digital health · 2026Article
- A Serious Game (MyDiabetic) to Support Children's Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study.JMIR serious games · 2024Article
- The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.JMIR serious games · 2023Article
- Overexpression of Tfap2a in Mouse Oocytes Impaired Spindle and Chromosome Organization.International journal of molecular sciences · 2022Article
- Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review.Journal of diabetes science and technology · 2022Article
- Effect of implementing a mobile game on improving dietary information in diabetic patients.Medical journal of the Islamic Republic of Iran · 2021Article
- "Counting Carbs to Be in Charge": A Comparison of an Internet-Based Education Module With In-Class Education in Adolescents With Type 1 Diabetes.Clinical diabetes : a publication of the American Diabetes Association · 2021Article
- Needs and Requirements in the Designing of Mobile Interventions for Patients With Peripheral Arterial Disease: Questionnaire Study.JMIR formative research · 2020Article
- Toward Gamified Pain Management Apps: Mobile Application Rating Scale-Based Quality Assessment of Pain-Mentor's First Prototype Through an Expert Study.JMIR formative research · 2020Article
- Digital interventions in the treatment of cardiovascular risk factors and atherosclerotic vascular disease.International journal of cardiology. Heart & vasculature · 2020Review
- Gamification for Diabetes Type 1 Management: A Review of the Features of Free Apps in Google Play and App Stores.Journal of multidisciplinary healthcare · 2020Review
- Gamification and Behavior Change Techniques in Diabetes Self-Management Apps.Journal of diabetes science and technology · 2019Article
- Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights.JMIR serious games · 2019Review
- Gamification: focus on the strategies being implemented in interventions: a systematic review protocol.BMC research notes · 2019Article
- Efficacy of gamification-based smartphone application for weight loss in overweight and obese adolescents: study protocol for a phase II randomized controlled trial.Therapeutic advances in endocrinology and metabolism · 2018Article
- Gamification in Stress Management Apps: A Critical App Review.JMIR serious games · 2017Article
- Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study.JMIR serious games · 2017Article
- Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study.JMIR serious games · 2017Article
Corrections and comments
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Authors and funding
8 authors at 4 institutions in 4 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Digital games are an important class of eHealth interventions in diabetes, made possible by the Internet and a good range of affordable mobile devices (eg, mobile phones and tablets) available to consumers these days. Gamifying disease management can help children, adolescents, and adults with diabetes to better cope with their lifelong condition. Gamification and social in-game components are used to motivate players/patients and positively change their behavior and lifestyle. In this paper, we start by presenting the main challenges facing people with diabetes-children/adolescents and adults-from a clinical perspective, followed by three short illustrative examples of mobile and desktop game apps and platforms designed by Ayogo Health, Inc. (Vancouver, BC, Canada) for type 1 diabetes (one example) and type 2 diabetes (two examples). The games target different age groups with different needs-children with type 1 diabetes versus adults with type 2 diabetes. The paper is not meant to be an exhaustive review of all digital game offerings available for people with type 1 and type 2 diabetes, but rather to serve as a taster of a few of the game genres on offer today for both types of diabetes, with a brief discussion of (1) some of the underpinning psychological mechanisms of gamified digital interventions and platforms as self-management adherence tools, and more, in diabetes, and (2) some of the hypothesized potential benefits that might be gained from their routine use by people with diabetes. More research evidence from full-scale evaluation studies is needed and expected in the near future that will quantify, qualify, and establish the evidence base concerning this gamification potential, such as what works in each age group/patient type, what does not, and under which settings and criteria.
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.