ArticleRevista latino-americana de enfermagem2019
Conceptual framework for designing video games for children with type 1 diabetes.
Article in Revista latino-americana de enfermagem, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- 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
- Article
- A Video Game for Brazilian T1D Children about Knowledge of Disease and Self-care: A Methodological Study.Journal of diabetes science and technology · 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
- Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach.JMIR serious games · 2022Article
- Health-related quality of life of adolescents with type 1 diabetes mellitus.Revista latino-americana de enfermagem · 2019Article
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Authors and funding
4 authors.
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Abstract
objectiveto present a theoretically based conceptual framework for designing video games for children with type 1 diabetes mellitus.
methodsthis was a methodological study that developed a conceptual framework with nine steps in view of health behavior change theories and the user-centered design approach as theoretical and methodological frameworks, respectively. Twenty-one children, aged 7 to 12 years, participated by expressing their needs and preferences related to diabetes and video games. Data were analysed following content analysis guidelines. Then, a choice of appropriate health behavioral change theories and their determinants that should be capable of influencing children's behaviors and preferences.
resultsthe conceptual framework proposes a video game that consists of six phases, each addressing one stage of behavioral change and specific determinants, aligned with the needs and preferences identified by the participating children. This study shows the applicability of this framework in view of each proposed phase presenting examples and the children's ideas.
conclusionthe results of this study contribute to advance the discussion on how behavioral theories and their determinants should be related to the design of creative and funny video games considering the profile of the target population as well as its needs and preferences.
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