Skip to main page content
U.S. flag

An official website of the United States government

Dot gov

The .gov means it’s official.
Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

Https

The site is secure.
The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

Access keys NCBI Homepage MyNCBI Homepage Main Content Main Navigation
. 2016 Sep 9;4(2):e14.
doi: 10.2196/games.5943.

Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study

Affiliations

Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study

Alaa AlMarshedi et al. JMIR Serious Games. .

Abstract

Background: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal.

Objective: This research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts.

Methods: A mixed-method approach was used to validate the framework. Expert interviews (N=8) were conducted in order to validate the themes of the framework. Additionally, diabetic participants completed a questionnaire (N=42) in order to measure their attitudes toward the themes of the framework.

Results: The results provide a validation of the framework. This indicates that gamification might improve the self-management of chronic illnesses, such as diabetes. Namely, the eight themes in the Wheel of Sukr (fun, esteem, socializing, self-management, self-representation, motivation, growth, sustainability) were perceived positively by 71% (30/42) of the participants with P value <.001.

Conclusions: In this research, both the interviews and the questionnaire yielded positive results that validate the framework (The Wheel of Sukr). Generally, this study indicates an overall acceptance of the notion of gamification in the self-management of diabetes.

Keywords: behavioral change; chronic illnesses; diabetes; gamification; healthcare; motivation; self-management.

PubMed Disclaimer

Conflict of interest statement

Conflicts of Interest: None declared.

Figures

Figure 1
Figure 1
The Wheel of Sukr.

References

    1. Eysenbach G. Medicine 2.0: social networking, collaboration, participation, apomediation, and openness. J Med Internet Res. 2008;10(3):e22. doi: 10.2196/jmir.1030. http://www.jmir.org/2008/3/e22/ v10i3e22 - DOI - PMC - PubMed
    1. Deterding S, Dixon D, Khaled R, Nacke L. From game design elements to gamefulness: defining gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments; MindTrek '11; Sept. 28-30, 2011; Tampere, Finland. New York, NY: ACM; 2011. pp. 9–15. - DOI
    1. Deterding S. Gamification. interactions. 2012 Jul 01;19(4):14. doi: 10.1145/2212877.2212883. - DOI
    1. Schultz W. Behavioral theories and the neurophysiology of reward. Annu Rev Psychol. 2006;57:87–115. doi: 10.1146/annurev.psych.56.091103.070229. - DOI - PubMed
    1. Werbach K, Hunter D. For the Win: How Game Thinking Can Revolutionize Your Business. Philadelphia, PA: Wharton Digital Press; 2012. Aug 30,

LinkOut - more resources