2015
DOI: 10.1089/g4h.2014.0114
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The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence

Abstract: The use of videogames in healthcare interventions is gaining popularity, but there is still a gap in the understanding on how these types of interventions are used for the management of diabetes. The purpose of this review is to examine published research on the use of videogames for diabetes management. With the increased use of mobile technology, the review was expanded to understand whether games, gamification, and virtual environments can be used for diabetes self-management. Out of the 307 articles identi… Show more

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Cited by 109 publications
(61 citation statements)
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“…There are several ways to do this, which include giving points every time a user opens the app, and having participants earn badges or points to “buy” items for avatars. Past research has suggested that having an environment that is enjoyable to use can increase health knowledge, efficacy, and adherence to their daily care can improve health outcomes [52-56]. …”
Section: Discussionmentioning
confidence: 99%
“…There are several ways to do this, which include giving points every time a user opens the app, and having participants earn badges or points to “buy” items for avatars. Past research has suggested that having an environment that is enjoyable to use can increase health knowledge, efficacy, and adherence to their daily care can improve health outcomes [52-56]. …”
Section: Discussionmentioning
confidence: 99%
“…Further research should be conducted to test the effect of integrative programs on QoL focusing on pharmacological care mixed up with advanced practices based on information and communication technologies (e.g., telemedicine and/or games for health) [36, 37]. In this regard, the major aim is to educate patients on healthier lifestyle habits (healthy diet and physical activity domains) [38, 39] and to facilitate the process of illness acceptance [40] after a diagnosis of GDM.…”
Section: Discussionmentioning
confidence: 99%
“…Como exemplos, podemos mencionar jogos no treinamento de médicos (Diehl et Al.,2011); na conscientização de pacientes (Theng et Al., 2015), na melhoria da saúde (BARROS,FORMIGA e NEVES, 2013); e, em tratamentos de reabilitação (PAS-SOS et AL., 2013). Esta pesquisa propõe o estudo desses dois últimos tipos de aplicações pelo viés do design: os exergames -tema da seção seguinte.…”
Section: Saúde E Gamesunclassified