Advertisement

Using Gamified Solutions in Pediatric Diabetes Self-management: A Literature Review

  • Maryam AttefEmail author
  • Eileen Harris
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 968)

Abstract

Gamification, the use of game elements and techniques, is increasingly being used in healthcare field. This paper reviews the literature on the application of design and technology in improving the quality of healthcare services using gamification, specifically on diabetes self-management. It proposes the use of game elements to help diabetic children better manage their lifelong condition. The paper concludes by presenting a design proposal for further research on the potential use of gamification to promote adherence to a recommended diabetic protocol.

Keywords

Chronic illness Gamification Gamification for healthcare Interdisciplinary design Pediatric diabetes Self-management 

References

  1. 1.
    AlMarshedi, A., Wills, G.B., Ranchhod, A.: The wheel of Skur: a framework for gamifying diabetes self-management in Saudi Arabia. In: The 5th International Conference on Current and Future Trends of Information and Communication Technologies in Healthcare ICTH 2015, vol. 63, pp. 475–480 (2015)CrossRefGoogle Scholar
  2. 2.
    Gardsten, C., Mortberg, C., Blomqvist, K.: Designing an ICT self-management service: suggestions from persons with type 2 diabetes. Health Technol. 7, 197–206 (2017)CrossRefGoogle Scholar
  3. 3.
    Greenwood, D.A., Gee, P.M., Fatkin, K.J., Peeples, M.: A systematic review of reviews evaluating technology-enabled diabetes self-management education and support. J. Diabetes Sci. Technol. 11(5), 1015–1027 (2017)CrossRefGoogle Scholar
  4. 4.
    Kim, T.W., Werbach, K.: More than just a game: ethical issues in gamification. Ethics Inf. Technol. 18(2), 157–173 (2016)CrossRefGoogle Scholar
  5. 5.
    Lieberman, D.A.: Video games for diabetes self-management: examples and design strategies. J. Diabetes Sci. Technol. 6(4), 803–806 (2012)MathSciNetCrossRefGoogle Scholar
  6. 6.
    Petersen, M., Hempler, N.F.: Development and testing of a mobile application to support diabetes self-management for people with newly diagnosed type 2 diabetes: a design thinking case study. BMC Med. Inform. Decis. Mak. 17(91), 1–10 (2017)Google Scholar
  7. 7.
    Salzsieder, E., Augstein, P., Vogt, L., Kohnert, K.D., Heinke, P., Freyse, E.J., Ahmed, A., Metwali, Z., Salman, I., Attef, O.: Telemedicine-based KADIS® combined with CGMSTM has high potential for improving outpatient diabetes care. J. Diabetes Sci. Technol. 1(4), 511–552 (2007)CrossRefGoogle Scholar
  8. 8.
    Sardi, L., Idri, A., Fernández-Alemán, J.L.: A systematic review of gamification in e-Health. J. Biomed. Inform. 71, 31–48 (2017)CrossRefGoogle Scholar
  9. 9.
    Siriaraya, P., Visch, V., Dooren, M.M., Spijkerman, R.: Learnings and challenges in designing gamifications for mental healthcare: the case study of the ReadySetGoals application. In: 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (2018)Google Scholar
  10. 10.
    Thompson, D., Baranowski, T., Buday, R.: Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes. J. Diabetes Sci. Technol. 4(3), 744–749 (2010)CrossRefGoogle Scholar
  11. 11.
    Wen, C., Hsien, H., Huang, H.: A survey of gamification for healthcare system. In: 2015 International Conference on Orange Technologies (ICOT) (2015)Google Scholar

Copyright information

© Springer Nature Switzerland AG 2020

Authors and Affiliations

  1. 1.School of Industrial DesignCarleton UniversityOttawaCanada

Personalised recommendations