scholarly journals Conceptual framework for designing video games for children with type 1 diabetes

Author(s):  
Valéria de Cássia Sparapani ◽  
Sidney Fels ◽  
Noreen Kamal ◽  
Lucila Castanheira Nascimento

ABSTRACT Objective: to present a theoretically based conceptual framework for designing video games for children with type 1 diabetes mellitus. Methods: this 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. Results: the 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. Conclusion: the 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.

JMIR Diabetes ◽  
2017 ◽  
Vol 2 (2) ◽  
pp. e17 ◽  
Author(s):  
Valéria de Cássia Sparapani ◽  
Sidney Fels ◽  
Lucila Castanheira Nascimento

2019 ◽  
Vol 2 (7) ◽  
pp. e196944
Author(s):  
Benjamin Markowitz ◽  
Cheryl Pritlove ◽  
Geetha Mukerji ◽  
James V. Lavery ◽  
Janet A. Parsons ◽  
...  

Author(s):  
Aaron Cochrane ◽  
Sara Prot ◽  
Jorge Blanco ◽  
C. Shawn Green ◽  
Douglas A. Gentile

The enormous rise in the popularity of video games can be accounted for, at least in part, by their engaging and enjoyable nature. Interestingly, from the perspective of psychological science, the same basic mechanics that give rise to these motivating and pleasure-provoking attributes also make games powerful environments for inducing behavioral change. Indeed, it is easy to identify mechanics in video games that are known to facilitate learning (e.g. feedback, reinforcement, adaptive difficulty). It is therefore unsurprising that video game play has been linked with differences in a host of core psychological processes. Research has included several types of converging methods. This includes correlational methodology, where individuals who play certain types of video games are contrasted against individuals who do not play those types of games; longitudinal methodology, in which players are followed over an extended period of time; and true experiments, in which individuals are randomly assigned to be trained on certain video games. Reported game-related improvements range from heightened visual perception to increased pro-social behaviors to enhanced ability to perform surgery. Although these effects are wide-ranging, it must be emphasized that not all games are equal with respect to the psychological changes they induce. Instead the observed changes are clearly linked to the dynamics, mechanics, and content inherent in individual games. Future work treating video games as rich learning environments will improve our understanding of the interplay between humans and designed dynamic environments.


2020 ◽  
Author(s):  
María Del Pilar Beristain-Colorado ◽  
Jorge Fernando Ambros-Antemate ◽  
Marciano Vargas-Treviño ◽  
Jaime Gutiérrez-Gutiérrez ◽  
Adriana Moreno-Rodriguez ◽  
...  

BACKGROUND Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs. OBJECTIVE The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation. METHODS The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process. RESULTS We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation. CONCLUSIONS This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.


10.2196/25854 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e25854
Author(s):  
María Del Pilar Beristain-Colorado ◽  
Jorge Fernando Ambros-Antemate ◽  
Marciano Vargas-Treviño ◽  
Jaime Gutiérrez-Gutiérrez ◽  
Adriana Moreno-Rodriguez ◽  
...  

Background Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs. Objective The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation. Methods The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process. Results We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation. Conclusions This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.


2021 ◽  
Author(s):  
Alessandro Bisio ◽  
Stacey Anderson ◽  
Lisa Norlander ◽  
Grenye O’Malley ◽  
Jessica Robic ◽  
...  

Objective: <p>Achieving optimal glycemic control for many people with type 1 diabetes (T1D) remains challenging even with the advent of newer management tools, including continuous glucose monitoring (CGM). Management of T1D generates a wealth of data; however, its use to optimize glycemic control remains limited. We evaluate the impact of a CGM-based decision support systems (DSS) in T1D patients using multiple daily injections (MDI).</p> <p>Research design and method:</p> <p>The studied DSS included real-time dosing advice and retrospective therapy optimization. Adults and adolescents (>15yo) with T1D using MDI were enrolled at three sites in a 14-weeks randomized control trial of MDI+CGM+DSS vs. MDI+CGM. All participants (n=80), used degludec basal insulin and a Dexcom G5 CGM. CGM-based and patient reported outcomes are analyzed. Within the DSS group, ad-hoc analysis further contrasted Active vs Non-active DSS users.</p> <p>Results:</p> <p>No significant differences were detected between experimental and control groups (e.g. time in range CGM: +3.3% vs DSS: +4.4%). Participants in both groups reported lower HbA1c (-0.3%, p=0.001) with respect to baseline. While TIR may have improved in both groups, it was statistically significant only for DSS; the same was apparent for time<60. Active vs Non-active DSS users showed lower risk and exposure to hypoglycemia with system use.</p> <p>Conclusions:</p> <p>Our DSS system appears to be a feasible option for people on MDI, though the glycemic benefits associated with use need to be further investigated. System design, therapy requirements, and target population should be further refined prior to use in clinical care.</p>


JMIR Diabetes ◽  
2018 ◽  
Vol 3 (4) ◽  
pp. e16 ◽  
Author(s):  
Tim Wysocki ◽  
Jessica Pierce ◽  
Cindy Caldwell ◽  
Karen Aroian ◽  
Louis Miller ◽  
...  

2015 ◽  
Vol 23 (2) ◽  
pp. 324-332 ◽  
Author(s):  
Aaron Neinstein ◽  
Jenise Wong ◽  
Howard Look ◽  
Brandon Arbiter ◽  
Kent Quirk ◽  
...  

Abstract Objective Develop a device-agnostic cloud platform to host diabetes device data and catalyze an ecosystem of software innovation for type 1 diabetes (T1D) management. Materials and Methods An interdisciplinary team decided to establish a nonprofit company, Tidepool, and build open-source software. Results Through a user-centered design process, the authors created a software platform, the Tidepool Platform, to upload and host T1D device data in an integrated, device-agnostic fashion, as well as an application (“app”), Blip, to visualize the data. Tidepool’s software utilizes the principles of modular components, modern web design including REST APIs and JavaScript, cloud computing, agile development methodology, and robust privacy and security. Discussion By consolidating the currently scattered and siloed T1D device data ecosystem into one open platform, Tidepool can improve access to the data and enable new possibilities and efficiencies in T1D clinical care and research. The Tidepool Platform decouples diabetes apps from diabetes devices, allowing software developers to build innovative apps without requiring them to design a unique back-end (e.g., database and security) or unique ways of ingesting device data. It allows people with T1D to choose to use any preferred app regardless of which device(s) they use. Conclusion The authors believe that the Tidepool Platform can solve two current problems in the T1D device landscape: 1) limited access to T1D device data and 2) poor interoperability of data from different devices. If proven effective, Tidepool’s open source, cloud model for health data interoperability is applicable to other healthcare use cases.


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