The objective of this study was to review most of the existing free m-Health applications (Apps) that use the gamification approach to manage diabetes type 1 in both App and Google Play stores. Methods: Free mobile health applications "apps" that were related to diabetes mellitus have been identified in both App and Google Play stores. In order to cover all the mentioned applications, the following keywords, "game for type 1 diabetes" and "gamification for type 1 diabetes" were used in English and Arabic languages. All applications that were collected in the inclusion process were carefully analyzed, and the game name, game description, game features, game mechanics, game themes, and operating systems were recorded. Results: A total of eight gamified applications related to type 1 diabetes were identified. Seven of these applications were in English language and only one application was in Arabic language. The applications were categorized into three main categories based on the theme of the application. The categories were taking care of a character, quizzes, and the storytelling theme. Moreover, there was no application that included the social networking feature. Conclusion:This study highlighted the most important features of the free mobile health applications "apps" for diabetes type 1 available in Google Play and App stores that can contribute to enhance the self-management of the diabetes condition by patients in Saudi Arabia. The identified applications have important characteristics that can be used in the future for the care and self-control of type 1 diabetic patients in Saudi Arabia.
This retrospective study included 4,099 consecutive clinical FDG-PET/CT scans with corresponding reports that were made at a tertiary care center in an 18-month period. FDG-PET/CT reports were scrutinized for the presence of an addendum enclosing a diagnostic error. Results: 90 of 4,099 FDG-PET/CT reports (2.2%) contained an addendum enclosing a diagnostic error. The distribution of perceptual and cognitive errors among these 90 diagnostic errors was 54 (60.0%)/36 (40.0%). On multivariate logistic regression analysis, only low-dose FDG-PET/CT combined with concomitantly acquired and interpreted full-dose contrast-enhanced CT remained as significantly and independently associated with the presence of a diagnostic error, relative to low-dose FDG-PET/CT without concomitantly acquired and interpreted full-dose contrast-enhanced CT (odds ratio: 2.79 [95% confidence interval: 1.61-4.85], P < 0.001). Patient age, gender, hospital status, indication for FDG-PET/CT scanning, single vs. double reading (i.e. two medical imaging specialists), reader experience, and reading by a nuclear medicine physician only vs. reading by both a nuclear medicine physician and a radiologist, were not significantly and independently associated with the presence of a diagnostic error. Conclusion: Diagnostic errors in clinical FDG-PET/CT based on addenda to the original report are relatively infrequent, though certainly non-negligible. Perceptual errors are slightly more frequent than cognitive errors. The availability of a concomitantly acquired and interpreted full-dose contrast-enhanced CT seems to increase diagnostic error rate. These data can be used for quality improvement and benchmarking purposes.
The objective of this study was to design the screens of a future gamified mobile application for self-management of type 1 diabetes in children based on the opinion of caregivers at the King Fahad Hospital Diabetes Center, Saudi Arabia. To achieve this objective, a questionnaire was designed and distributed among 100 caregivers through face-to-face communication and social media using a Google Forms link. 65% of the participants met the inclusion criteria. The main result of this study was the design of 13 screens of a gamified application for self-management of type 1 diabetes in children from Saudi Arabia. The key features of the screens were caring for a character; using a challenging friend; inclusion of points, level, and leaderboard as rewarding principles; use of reminders and notifications for doctor’s appointments, insulin injection times, blood glucose readings; and tips for improving medication adherence, increasing blood glucose readings, supporting physical activities, and adopting healthy eating habits. It can be concluded that the practical implementation of the screens in a future mobile application can motivate children with type 1 diabetes to improve eating habits, physical exercise, and cognitive, emotional, and social behaviors to maintain a stable state of health. Also, the content of the designed screens can help to monitor blood glucose readings and comply with medication treatment. The designed screens are adapted to the Arab culture.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.