Use of Gaming in Self-Management of Diabetes in Teens
- PMID: 27155609
- DOI: 10.1007/s11892-016-0754-2
Use of Gaming in Self-Management of Diabetes in Teens
Abstract
With the growing prevalence of diabetes in teens and frequent concomitant problems with adherence, adolescents are a frequent target for diabetes self-management support and education. Due to widespread use of technology among teens in general, the use of serious games, games used for purposes beyond entertainment with the intention to educate and support health behavior for teens with diabetes self-management, is an emerging and promising practice. This report explores games intended for teens with diabetes, how the use of games may enhance clinical practice, and provides suggestions for future research and better utilization of these technologies. Current research on the use of gaming for promoting diabetes management in teens is fairly limited, with some initial support for improvements in both behavioral and clinical outcomes among teens. More research is clearly needed in order to further determine how gaming can best be utilized to impact health outcomes in these teens, as well as potential mechanisms of change.
Keywords: Diabetes gaming; Self-care; Self-management; Technology; Teens.
Similar articles
-
Effective intervention or child's play? A review of video games for diabetes education.Diabetes Technol Ther. 2010 Oct;12(10):815-22. doi: 10.1089/dia.2010.0030. Diabetes Technol Ther. 2010. PMID: 20807119 Review.
-
Video games for diabetes self-management: examples and design strategies.J Diabetes Sci Technol. 2012 Jul 1;6(4):802-6. doi: 10.1177/193229681200600410. J Diabetes Sci Technol. 2012. PMID: 22920805 Free PMC article. Review.
-
Stressors in Teens with Type 1 Diabetes and Their Parents: Immediate and Long-Term Implications for Transition to Self-Management.J Pediatr Nurs. 2016 Jul-Aug;31(4):390-6. doi: 10.1016/j.pedn.2015.12.012. Epub 2016 Jan 29. J Pediatr Nurs. 2016. PMID: 26831378
-
Management of chronic pediatric diseases with interactive health games: theory and research findings.J Ambul Care Manage. 2001 Jan;24(1):26-38. doi: 10.1097/00004479-200101000-00004. J Ambul Care Manage. 2001. PMID: 11189794
-
Engaging adolescents in a computer-based weight management program: avatars and virtual coaches could help.J Am Med Inform Assoc. 2016 Jan;23(1):19-28. doi: 10.1093/jamia/ocv078. Epub 2015 Jul 9. J Am Med Inform Assoc. 2016. PMID: 26159466 Free PMC article.
Cited by
-
Impact of digital health interventions for adolescents with type 1 diabetes mellitus on health literacy: a systematic review.BMC Endocr Disord. 2023 Mar 31;23(1):70. doi: 10.1186/s12902-023-01321-6. BMC Endocr Disord. 2023. PMID: 37004000 Free PMC article.
-
Standardized evaluation of the quality and persuasiveness of mobile health applications for diabetes management.Sci Rep. 2022 Mar 7;12(1):3639. doi: 10.1038/s41598-022-07544-2. Sci Rep. 2022. PMID: 35256661 Free PMC article.
-
A mobile serious game about diabetes self-management: Design and evaluation.Heliyon. 2024 Sep 11;10(18):e37755. doi: 10.1016/j.heliyon.2024.e37755. eCollection 2024 Sep 30. Heliyon. 2024. PMID: 39364243 Free PMC article.
-
Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review.J Diabetes Sci Technol. 2022 Sep;16(5):1253-1269. doi: 10.1177/19322968211018236. Epub 2021 May 22. J Diabetes Sci Technol. 2022. PMID: 34024156 Free PMC article.
-
Use of Mobile Health Technology in the Prevention and Management of Diabetes Mellitus.Curr Cardiol Rep. 2016 Dec;18(12):130. doi: 10.1007/s11886-016-0796-8. Curr Cardiol Rep. 2016. PMID: 27826901 Review.
References
Publication types
MeSH terms
LinkOut - more resources
Full Text Sources
Other Literature Sources
Medical