Evidence map›Paper›PMID 30291061›Full record

ArticleJMIR diabetes2017

The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study.

Valéria de Cássia Sparapani, Sidney Fels, Lucila Castanheira Nascimento

Open access · goldAbstract read
In one paragraph

Article in JMIR diabetes, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed, 1 pooled it
0.7field-weighted citation impact, top 27% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 1 synthesis or guideline pooled it, 13 citations in OpenAlex.

  1. Pooled it
  2. Article
  3. Self-care support of diet and the gut in the routine care of school-age children with long-term conditions: An integrative review.Journal of child health care : for professionals working with children in the hospital and community · 2022
    Review
  4. Article
  5. Review
  6. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors at 2 institutions in 4 countries.

Valéria de Cássia Sparapani *Ribeirao Preto College of Nursing, World Health Organization Collaborating Centre for Nursing Research Development, Department of Maternal-Infant and Public Health Nursing, University of São Paulo, Ribeirão Preto, Brazil.ORCID http://orcid.org/0000-0001-8125-8967
Sidney Fels *Electrical and Computer Engineering, Department of Electrical and Computer Engineering, The University of British Columbia, Vancouver, BC, Canada.ORCID http://orcid.org/0000-0001-9279-9021
Lucila Castanheira Nascimento *Ribeirao Preto College of Nursing, World Health Organization Collaborating Centre for Nursing Research Development, Department of Maternal-Infant and Public Health Nursing, University of São Paulo, Ribeirão Preto, Brazil.ORCID http://orcid.org/0000-0002-7900-7111
World Health Organization - Pakistan · PKUniversity of British Columbia · CA

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundChildren with type 1 diabetes mellitus (T1DM) face daily challenges performing self-care tasks, controlling symptoms, and dealing with psychosocial issues. The use of video games to improve health is a successful support for persons with chronic diseases, promoting adequate self-management through simulations of real life. Involving future users in the development of games is essential to generating innovative, creative, and effective programs.

objectiveOur goal is to identify what children with T1DM need to know about their disease and their self-care tasks as well as their preferences in video games.

methodsChildren with T1DM provided input about their learning needs, self-care tasks, and preferences in video games. Three categories were identified through qualitative content analysis: dealing with emotions and knowledge, practical skills and awareness, and game preferences.

resultsChildren expressed concerns about the difficulties of self-care, lack of knowledge about diabetes, and lack of awareness about the consequences of behaviors related to self-care, which contribute to inappropriate behaviors and significantly impact self-management of their disease. They expressed enthusiasm for a video game for children with diabetes that considered their needs and preferences.

conclusionsFindings support the potential benefits when children's input is considered in game design. Consideration of customer needs and preferences is a powerful resource in the development of video games with enhanced learning experience.

Indexed as

pediatric nursingqualitative researchself-managementserious gamestype 1 diabetes mellitusvideo games

Identifiers

PMID30291061
PMCPMC6238838
OpenAlexW2736888963

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.