ArticleJMIR serious games2016
Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study.
Article in JMIR serious games, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 1 of them a synthesis that pooled it.
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Who cites it
17 citing papers in PubMed, 1 synthesis or guideline pooled it.
- 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
- Randomized Controlled Trial on the Effectiveness of a Telehealth Gamification App for Self-Management in Patients With Inflammatory Bowel Disease.Health science reports · 2026Article
- Psychological Aspects and Implications of Food Addiction and Glucose Control in Type 2 Diabetes: A Pilot Mixed-Methods Study.Healthcare (Basel, Switzerland) · 2026Article
- Developing and evaluating a gamified self-management application for inflammatory bowel disease using the ADDIE model and Sukr framework.BMC medical informatics and decision making · 2025Article
- Article
- Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework.Journal of medical Internet research · 2024Article
- Cardiovascular Disease Prevention Education Using a Virtual Environment in Sexual-Minority Men of Color With HIV: Protocol for a Sequential, Mixed Method, Waitlist Randomized Controlled Trial.JMIR research protocols · 2022Article
- Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis.Healthcare (Basel, Switzerland) · 2020Review
- 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
- Gamification and Behavior Change Techniques in Diabetes Self-Management Apps.Journal of diabetes science and technology · 2019Article
- Creating Gameful Design in mHealth: A Participatory Co-Design Approach.JMIR mHealth and uHealth · 2018Article
- In pursuit of a self-sustaining college alcohol intervention: Deploying gamified PNF in the real world.Addictive behaviors · 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
- Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study.JMIR serious games · 2017Article
- Who Is Still Playing Pokémon Go? A Web-Based Survey.JMIR serious games · 2017Article
- A Framework for Using eHealth Interventions to Overcome Medical Mistrust Among Sexual Minority Men of Color Living with Chronic Conditions.Behavioral medicine (Washington, D.C.)Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSelf-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal.
objectiveThis research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts.
methodsA mixed-method approach was used to validate the framework. Expert interviews (N=8) were conducted in order to validate the themes of the framework. Additionally, diabetic participants completed a questionnaire (N=42) in order to measure their attitudes toward the themes of the framework.
resultsThe results provide a validation of the framework. This indicates that gamification might improve the self-management of chronic illnesses, such as diabetes. Namely, the eight themes in the Wheel of Sukr (fun, esteem, socializing, self-management, self-representation, motivation, growth, sustainability) were perceived positively by 71% (30/42) of the participants with P value <.001.
conclusionsIn this research, both the interviews and the questionnaire yielded positive results that validate the framework (The Wheel of Sukr). Generally, this study indicates an overall acceptance of the notion of gamification in the self-management of diabetes.
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