2019
DOI: 10.1590/1518-8345.2764.3090
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Conceptual framework for designing video games for children with type 1 diabetes

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 … Show more

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Cited by 9 publications
(33 citation statements)
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“…30,[32][33][34]36,37,39,[41][42][43] In other articles, the narratives were about a health professional who helps patients with T1D. 28,38,39 Health-based narratives were also designed as either action-adventure 31,33,34,37,40,44 or more realistic. [28][29][30]39 The outcomes of T1D-oriented narratives were demystification, 28 increased understanding of self-management, 31,[38][39][40][41] and an easier transfer of knowledge and skills from serious games to real-world situations.…”
Section: Narrative Contextsmentioning
confidence: 99%
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“…30,[32][33][34]36,37,39,[41][42][43] In other articles, the narratives were about a health professional who helps patients with T1D. 28,38,39 Health-based narratives were also designed as either action-adventure 31,33,34,37,40,44 or more realistic. [28][29][30]39 The outcomes of T1D-oriented narratives were demystification, 28 increased understanding of self-management, 31,[38][39][40][41] and an easier transfer of knowledge and skills from serious games to real-world situations.…”
Section: Narrative Contextsmentioning
confidence: 99%
“…28,36 Feedback contributed to learning, reflection, understanding of T1D and self-management, and it corrected misunderstandings. [33][34][35]37,38,[42][43][44] Furthermore, feedback led to increased confidence, induced the feeling of competence 28,35,36,44 and increased the motivation both to play, learn, and engage in self-management. 28,[33][34][35]37,44,45 Rewards.…”
Section: Feedbackmentioning
confidence: 99%
“…When developing a serious game for children with T1D, it is crucial to involve children with T1D in the process to arrive at an appropriate final product [ 5 , 37 - 40 ]. When the end user participates in the development process and the findings are translated into product design, the likelihood that the indented target group will engage with the final product is increased [ 38 - 42 ].…”
Section: Introductionmentioning
confidence: 99%
“…5 A exemplo dessas iniciativas, cita-se o uso do brinquedo terapêutico para ensinar a insulinoterapia, 6 como de games direcionados ao DM1 com o fim de influenciar os comportamentos e preferências e contribuir para o manejo da doença. [7][8] Outra estratégia, que usa a tecnologia robótica, é a criação de uma robô afetiva, autônoma, cognitiva e motivacional com "diabetes robô", objetivando apoiar a percepção de autoeficácia e bem-estar emocional de crianças com diabetes. 9 Robin, a criança-robô, oferece experiências positivas de domínio do controle do diabetes em um contexto de interação lúdica, mas realista e natural.…”
Section: Introdução Introdução Introdução Introduçãounclassified