Published on in Vol 3, No 1 (2015): Jan-Jun

Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

Digital Games for Type 1 and Type 2 Diabetes: Underpinning Theory With Three Illustrative Examples

Journals

  1. Schoneveld E, Lichtwarck-Aschoff A, Granic I. What keeps them motivated? Children’s views on an applied game for anxiety. Entertainment Computing 2019;29:69 View
  2. Sebestyen N, Sulatycky R, Rondos S, Davis S. “Moving the needle” through partnerships. Healthcare Management Forum 2015;28(6_suppl):S15 View
  3. Lortz J, Simanovski J, Kuether T, Kreitschmann-Andermahr I, Ullrich G, Steinmetz M, Rammos C, Jánosi R, Moebus S, Rassaf T, Paldán K. Needs and Requirements in the Designing of Mobile Interventions for Patients With Peripheral Arterial Disease: Questionnaire Study. JMIR Formative Research 2020;4(8):e15669 View
  4. Kho S, Lim S, Hoi W, Ng P, Tan L, Kowitlawakul Y. The Development of a Diabetes Application for Patients With Poorly Controlled Type 2 Diabetes Mellitus. CIN: Computers, Informatics, Nursing 2019;37(2):99 View
  5. Böhme P, Lerman A, Matte P, Herfeld C, Ziegler O. Vers une organisation coordonnée de l’éducation thérapeutique pour les personnes vivant avec un diabète ?. Médecine des Maladies Métaboliques 2018;12(2):194 View
  6. Alsalman D, Bu Ali Z, Alnosaier Z, Alotaibi N, Alanzi T. <p>Gamification for Diabetes Type 1 Management: A Review of the Features of Free Apps in Google Play and App Stores</p>. Journal of Multidisciplinary Healthcare 2020;Volume 13:425 View
  7. Hoppe C, Cade J, Carter M. An evaluation of diabetes targeted apps for Android smartphone in relation to behaviour change techniques. Journal of Human Nutrition and Dietetics 2017;30(3):326 View
  8. Hoffmann A, Christmann C, Bleser G. Gamification in Stress Management Apps: A Critical App Review. JMIR Serious Games 2017;5(2):e13 View
  9. Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565 View
  10. Timpel P, Cesena F, da Silva Costa C, Soldatelli M, Gois E, Castrillon E, Díaz L, Repetto G, Hagos F, Castillo Yermenos R, Pacheco-Barrios K, Musallam W, Braid Z, Khidir N, Romo Guardado M, Roepke R. Efficacy of gamification-based smartphone application for weight loss in overweight and obese adolescents: study protocol for a phase II randomized controlled trial. Therapeutic Advances in Endocrinology and Metabolism 2018;9(6):167 View
  11. AlMarshedi A, Wills G, Ranchhod A. Guidelines for the Gamification of Self-Management of Chronic illnesses: Multimethod Study. JMIR Serious Games 2017;5(2):e12 View
  12. Shah V, Garg S. Managing diabetes in the digital age. Clinical Diabetes and Endocrinology 2015;1(1) View
  13. Moonian O, Jodheea-Jutton A, Khedo K, Baichoo S, Nagowah S, Nagowah L, Mungloo-Dilmohamud Z, Cheerkoot-Jalim S. Recent advances in computational tools and resources for the self-management of type 2 diabetes. Informatics for Health and Social Care 2020;45(1):77 View
  14. Lewis Z, Swartz M, Lyons E. What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. Games for Health Journal 2016;5(2):93 View
  15. Steinmetz M, Rammos C, Rassaf T, Lortz J. Digital interventions in the treatment of cardiovascular risk factors and atherosclerotic vascular disease. IJC Heart & Vasculature 2020;26:100470 View
  16. Swartwout E, El-Zein A, Deyo P, Sweenie R, Streisand R. Use of Gaming in Self-Management of Diabetes in Teens. Current Diabetes Reports 2016;16(7) View
  17. Izahar S, Lean Q, Hameed M, Murugiah M, Patel R, Al-Worafi Y, Wong T, Ming L. Content Analysis of Mobile Health Applications on Diabetes Mellitus. Frontiers in Endocrinology 2017;8 View
  18. Lopes S, Pereira A, Magalhães P, Oliveira A, Rosário P. Gamification: focus on the strategies being implemented in interventions: a systematic review protocol. BMC Research Notes 2019;12(1) View
  19. Lazem S, Webster M, Holmes W, Wolf M. Games and Diabetes. Journal of Diabetes Science and Technology 2016;10(2):447 View
  20. Hoffmann A, Faust-Christmann C, Zolynski G, Bleser G. Toward Gamified Pain Management Apps: Mobile Application Rating Scale–Based Quality Assessment of Pain-Mentor’s First Prototype Through an Expert Study. JMIR Formative Research 2020;4(5):e13170 View
  21. Calle-Bustos A, Juan M, García-García I, Abad F, Kaufman J. An augmented reality game to support therapeutic education for children with diabetes. PLOS ONE 2017;12(9):e0184645 View
  22. Sebestyen N, Sulatycky R, Rondos S, Davis S. Prendre le virage des partenariats. Healthcare Management Forum 2015;28(6_suppl):S19 View
  23. Eleftheriou A, Bullock S, Graham C, Ingham R. Using Computer Simulations for Investigating a Sex Education Intervention: An Exploratory Study. JMIR Serious Games 2017;5(2):e9 View
  24. Priesterroth L, Grammes J, Holtz K, Reinwarth A, Kubiak T. Gamification and Behavior Change Techniques in Diabetes Self-Management Apps. Journal of Diabetes Science and Technology 2019;13(5):954 View
  25. Bianchi L, Liò P. Opportunities for community awareness platforms in personal genomics and bioinformatics education. Briefings in Bioinformatics 2016:bbw078 View
  26. Kaushal T, Montgomery K, Simon R, Lord K, Dougherty J, Katz L, Lipman T. MyDiaText™: Feasibililty and Functionality of a Text Messaging System for Youth With Type 1 Diabetes. The Diabetes Educator 2019;45(3):253 View
  27. Moosa A, Al-Maadeed N, Saleh M, Al-Maadeed S, Aljaam J. Designing a Mobile Serious Game for Raising Awareness of Diabetic Children. IEEE Access 2020;8:222876 View
  28. Soni M, Jain K, Jajodia I. Mobile health (mHealth) application loyalty in young consumers. Young Consumers 2021;22(3):429 View
  29. Nørlev J, Sondrup K, Derosche C, Hejlesen O, Hangaard S. Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review. Journal of Diabetes Science and Technology 2022;16(5):1253 View
  30. Ling C, Seetharaman S, Mirza L. Roles of Serious Game in Diabetes Patient Education. Simulation & Gaming 2022;53(5):513 View
  31. Lin J, Ji Z, Di Z, Zhang Y, Yan C, Zeng S. Overexpression of Tfap2a in Mouse Oocytes Impaired Spindle and Chromosome Organization. International Journal of Molecular Sciences 2022;23(22):14376 View
  32. Pais V, Patel B, Ghayoori S, Hamilton J. “Counting Carbs to Be in Charge”: A Comparison of an Internet-Based Education Module With In-Class Education in Adolescents With Type 1 Diabetes. Clinical Diabetes 2021;39(1):80 View
  33. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  34. Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. JMIR Serious Games 2023;11:e39019 View
  35. Gajardo Sánchez A, Murillo-Zamorano L, López-Sánchez J, Bueno-Muñoz C. Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda. SAGE Open 2023;13(4) View
  36. Attia A, Hassan E. Effect of instructions on selected self-care practices among type-1 diabetic children. Egyptian Nursing Journal 2017;14(2):179 View

Books/Policy Documents

  1. Smeddinck J. Entertainment Computing and Serious Games. View
  2. Rodrigues F, Baptista T, Boulos M. Encyclopedia of E-Health and Telemedicine. View