Managing Diabetes is fun - A Systematic Literature Review of Gamification in Diabetes self-management apps (Preprint)

2020 ◽  
Author(s):  
Thamodi Thilakshana

UNSTRUCTURED Gamification is a popular method in health-related applications. This method is becoming increasingly popular due to its ability for successful interactive usability. Hence, gamification is also commonly used in diabetes-related health applications. Therefore, a systematic literature review was conducted to investigate the effects and limitations of gamification in diabetes adherence in mobile applications. Hence, nine studies were included in the current review. The review highlights that gamification features such as coins, levels, challenges can be effective among any age group. The review also suggests the importance of future gamified solutions that focus on broader solutions such as the development of social and self-esteem of diabetes patients. Moreover, the review argues that effective gamified features can be successfully implemented in diabetes adherence applications to gain effective usability.

Symmetry ◽  
2019 ◽  
Vol 11 (3) ◽  
pp. 400 ◽  
Author(s):  
Umm Shah ◽  
Thiam Chiew

The increasing popularity of mHealth is a promising opportunity for pain self-management. Mobile apps can be easily developed, but understanding the design and usability will result in apps that can retain more users. This research aims at identifying, analyzing, and synthesizing the current state-of-the-art of: (a) the design approach and (b) usability assessment of pain management mobile applications. A systematic literature review was conducted on 27 studies retrieved from Medline, PubMed, EMBASE, Web of Science, and Scopus. The review revealed that most of the apps were for chronic pain. No app was specifically for men or for the elderly. None of the studies involved expert-based system inspection methods. Only one study used two different approaches of automated and empirical evaluation. We mapped the identified usability issues to ISO 9241-11 and ISO/IEC 25010, and aggregated the recommendations for improvement. Moreover, we also identified certain issues that are solely concerned with the patient’s behavior. We organized the issues into taxonomies of design considerations for building usable pain self-management mobile applications. As pain is prevalent among the elderly, pain management will be much needed while moving toward an aging society. However, we found that the involvement of the elderly in the development of pain management mobile apps is very minimal, which may affect the utility and usability of the apps.


2021 ◽  
Author(s):  
Maryam Mahabadi

BACKGROUND Applying health technologies, such as mobile applications (apps), is considered as a means of promoting health management. This research aimed to examine the consideration of developing mobile applications (apps), support diabetes mellitus type 2 (DM-2) self-management, via investigating the outcome of original articles. OBJECTIVE (1) To indicate the extend which mobile app developers considered features and specifications defined by the health technology guidelines. (2) To identify the bottlenecks of health technology guidelines by assessing and comparing them. (3) To provide a list of evidence-based recommendations for manufacturers in order to design and develop as well as verify the health mobile apps. METHODS This research is a combination of systematic literature review and meta-analysis as well as qualitative assessment. The systematic literature review and meta-analysis included the articles published within the last six years, to indicate time-related reliability to the content, indexed on Ovid, Embase, Engendering Village, and PubMed. In order to conduct a meta-analysis, the information derived from included articles was adopted in a framework made of qualitative assessment of the well-known health technology guidelines. These guidelines were published by The National Institute for Health and Care Excellence (NICE), World Health Organisation (WHO), Public Health England and the U.S. Food and Drug Administration (FDA). RESULTS After filtering all articles via a PRISMA flowchart, 37 articles were selected for further investigations. The results of the systematic literature review and meta-analysis indicated that almost all articles reported the significant role of apps in improving the health status of the users. Majority of studies were clinical trials conducted to measure the outcomes of interventions using a known mobile app. Technology-related limitations were having access to a smartphone and mobile markets, technology literacy, and malfunction of the systems. Combination of recommendations provided by included articles was conducting further studies with larger sample size to determine barriers and facilitators of available technologies integrated with mobile apps, aimed to provide patient-centred services, in a longer duration of the intervention implementation. On the other hand, the majority of articles did not report the use of any particular guideline. However, by comparing their findings with the results of the qualitative assessment of selected health technology guidelines, evidence-based documents were scarcely reported. Likewise, only a few numbers of articles briefly discussed cost-effectiveness. Almost none of them used an approved tool for evaluating the economic effect of mobile apps. CONCLUSIONS The majority of publications indicated lack of proper adherence to guidelines in designing and examining mobile applications, developed for supporting DM-2 self-management. Furthermore, a comparison of four included guidelines indicated insufficiencies in some perspectives such as safety of recorded information. The list of recommendations, produced by the results of included articles and highlights of included guidelines, facilitates producing standard mobile health apps by manufacturers.


2021 ◽  
Vol 8 (2) ◽  
pp. 36-45
Author(s):  
Christina Soeun Kwon ◽  
Patrick Daniele ◽  
Anna Forsythe ◽  
Christopher Ngai

Introduction: This systematic literature review analyzed published evidence on IgA nephropathy (IgAN), focusing on US epidemiology, health-related quality of life (HRQoL), and economic burden of illness. Methods: Using Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, Embase®, MEDLINE®, Cochrane, and Econlit (January 2010 to June 2020) were searched, along with relevant congresses (2017-2020). Results: Of 123 epidemiologic studies selected for data extraction, 24 reported IgAN diagnosis rates ranging from 6.3% to 29.7% among adult and pediatric patients undergoing renal biopsy, with all reported US rates <15%. No US studies reported IgAN prevalence. A meta-analysis of US studies calculated an annual incidence of 1.29/100 000 people, translating to an annual US incidence of 4236 adults and children. Relative to Europe, the United States had more patients diagnosed with IgAN in later chronic kidney disease stages. US rates of transition to end-stage renal disease (ESRD) ranged from 12.5% to 23% during 3-3.9 years of observation, rising to 53% during 19 years of observation. Across 8 studies reporting HRQoL, pain and fatigue were the most reported symptoms, and patients consistently ranked kidney function and mortality as the most important treatment outcomes. Patients with glomerulopathy reported worse mental health than healthy controls or hemodialysis patients; proteinuria was significantly associated with poorer HRQoL and depression. Conclusion: While economic evidence in IgAN remains sparse, management of ESRD is a major cost driver. IgAN is a rare disease where disease progression causes increasing patient burden, underscoring the need for therapies that prevent kidney function decline and HRQoL deterioration while reducing mortality.


2021 ◽  
pp. 496-507
Author(s):  
Rifki S. Nompo ◽  
Andria Pragholapati ◽  
Angela L. Thome

Anxiety is a feeling of helplessness, and worry about things that are not clear, as well as a comprehensive feeling that something bad is going to happen. Anxiety is experienced subjectively and communicated interpersonally, at the same time feelings of anxiety are a necessary survival instinct. The Neuro-Linguistic Programming (NLP) is a communicative approach employs a positive view of anxiety and how it can help shape life changes, and that is the topic of this article. This research method uses a Systematic Literature Review, investigating Garuda, Pubmed, ScienceDirect, and Proquest, using boolean for keyword neurolinguistics programming (NLP) and anxiety. The inclusion criteria used were Indonesian and English language articles written within the last 5 years (from 2015 until 2020). The exclusion criteria used by the article were abstract writing style, inaccessible, or lacking national accreditation. Articles were tested with Critical Appraisal Tools. The studies indicate that good communication using NLP can help reduce anxiety and can promote changes in a person’s behavior patterns. There are several NLP techniques including sensory acuity, reframing, anchoring, rapport, and pacing, and leading. NLP can improve knowledge, skills and attitudes, communication skills, self-management, mental health, reduce work stress, and self-efficacy.   Keywords: Anxiety, Neuro-Linguistic Programming, NLP


Author(s):  
Thaísa C. Lacerda ◽  
Juliane V. Nunes ◽  
Christiane Gresse von Wangenheim

In this chapter, we discuss the importance of evaluating the usability of mobile applications using tools and technics that consider their specific characteristics. One common way to evaluate usability is using heuristics. However, since many assumptions regarding usability of computer applications are not true for mobile applications, a question arises: does there exist usability heuristics specific for this type of device? To answer this question, we conducted a systematic literature review. We mapped the encountered sets of heuristics to Nielsen's ten heuristics and identified additional ones specifically proposed for this kind of device. Our review indicates that research with respect to usability heuristics for mobile phones are still sparse. Nevertheless, this chapter provides an overview on the state of the art that can guide the design and evaluation of interfaces for mobile applications as well as provide a starting point for the evolution of such customized heuristics.


Sign in / Sign up

Export Citation Format

Share Document