2011
DOI: 10.1111/j.1399-5448.2011.00791.x
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Evaluation of a combined blood glucose monitoring and gaming system (Didget®) for motivation in children, adolescents, and young adults with type 1 diabetes

Abstract: The purpose of this study was to assess the performance and acceptability of a blood glucose meter coupled with a gaming system for children, adolescents, and young adults with type 1 diabetes. During an in-clinic visit, duplicate blood samples were tested by subjects (N = 147; aged 5-24 yr) and health care providers (HCPs) to evaluate the accuracy and precision of the Didget® system. Subjects' meter results were compared against Yellow Springs Instruments (YSI) reference results and HCP results using least sq… Show more

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Cited by 29 publications
(43 citation statements)
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“…21 The final study tested the effects of the glucometer in conjunction with the Nintendo DSÔ. 28 Study methodology. Of the studies reviewed, five studies were quantitative, 19 and one was qualitative.…”
Section: Rq1: Characteristics Of Interventionsmentioning
confidence: 99%
See 2 more Smart Citations
“…21 The final study tested the effects of the glucometer in conjunction with the Nintendo DSÔ. 28 Study methodology. Of the studies reviewed, five studies were quantitative, 19 and one was qualitative.…”
Section: Rq1: Characteristics Of Interventionsmentioning
confidence: 99%
“…Four studies were based on videogames, [19][20][21][22] three studies used VEs, [23][24][25] and three studies used principles of gamification for the management of diabetes. [26][27][28] Three studies reviewed used a randomized control trial (RCT) design. 19,22,25 Five were quasi-experimental, 23,24,[26][27][28] one was a qualitative focus group discussion, 20 and one study was of an independent measures experimental design.…”
Section: Rq1: Characteristics Of Interventionsmentioning
confidence: 99%
See 1 more Smart Citation
“…Didget [153] is a physical blood glucose reader that interfaces directly with a Nintendo DS handheld console and game associated with it. Through checking and maintaining acceptable glucose levels regularly, they are rewarded with in-game items.…”
Section: Healthcarementioning
confidence: 99%
“…28 Innovative recent approaches have tried to include active, relevant games with the procedure of glucose measurement, but these are not yet firmly established. 29 In contrast to teaching methods that are tailored to youth, those for older patients must address very different educational needs. Such patients tend to learn poorly from manuals alone, faring better with a visual edu- cation format that includes re-testing in 2 weeks.…”
Section: Case Studymentioning
confidence: 99%