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.
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.
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