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Rodríguez-Jiménez E, Martín-Ávila J, Valero-Moreno S, Pérez-Marín M. Mapping the research landscape of mHealth and technology in pediatric chronic illness: a bibliometric study. Front Digit Health 2025; 7:1540362. [PMID: 40231298 PMCID: PMC11994655 DOI: 10.3389/fdgth.2025.1540362] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/24/2025] [Accepted: 03/19/2025] [Indexed: 04/16/2025] Open
Abstract
Introduction The presence of a chronic disease during adolescence has been linked to an increased risk of developing psychosocial problems and a greater likelihood of experiencing difficulties during the transition to adulthood. In this regard, research has been conducted on the development of applications or programs based on new technologies to address the potential complications associated with self-management and coping with chronic diseases in adolescents. Method The objective of the present study was to conduct a bibliometric analysis of the existing literature on the use of new technologies to enhance self-management and coping with chronic diseases during adolescence. This four-staged bibliometric analysis was conducted using the following software programs: HisCite, Bibexcel, Pajek, and VOSviewer. The programs were utilized for the extraction of data and the subsequent construction of graphs, which facilitate the visualization of existing networks between disparate authors, institutions, and terms. Results The screening results shortlisted a total of 157 articles from an initial 207. The further analysis of these records indicated that the United States was the most prominent nation in terms of scientific output in the domain of digital applications designed to enhance self-management and coping in chronic diseases during adolescence. Discussion The digital intervention in this specific population is primarily associated with the development of the mHealth app, along with the physical and psychological consequences that illness can entail. This research can serve as a reference for future bibliometric studies or scientific investigations in this field.
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Affiliation(s)
| | | | - Selene Valero-Moreno
- Departamento de Personalidad, Evaluación y Tratamientos Psicológicos, Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain
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Tınmaz G, Altundağ S. The effect of diabetes education given to children with type 1 diabetes mellitus with digital games and video animation on quality of life. J Pediatr Nurs 2025; 81:142-154. [PMID: 39904003 DOI: 10.1016/j.pedn.2025.01.023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/14/2024] [Revised: 01/19/2025] [Accepted: 01/20/2025] [Indexed: 02/06/2025]
Abstract
PURPOSE The aim of the study was to examine the effects of diabetes education given to children with Type 1 Diabetes Mellitus with digital game and video animation on quality of life and metabolic control. DESIGN AND METHODS The study was an experimental single-blind, randomized controlled design. It was conducted with a total of 55 children with Type 1 Diabetes Mellitus, consisting of a study (n = 27) and a control group (n = 28). Data were collected by the "Introductory Information Form", "Pediatric Quality of Life 3.0 Diabetes Mellitus Module (PedsQL 3.0)" and "Metabolic Control Parameters Monitoring Form". Data were analyzed with Mann Whitney U, Chi square, Friedman and Bonferroni Dunn tests. RESULTS The descriptive characteristics of children with type 1 diabetes mellitus were homogeneous. The total mean quality of life scores of children with Type 1 Diabetes Mellitus in the study group were significantly higher than those in the control group (p < 0,05). The average HbA1c scores of the children in the study group decreased (p < 0,05), while the average HbA1c scores of the control group increased (p < 0,05). CONCLUSIONS Digital game and video animation based education was found to be effective in improving the quality of life of children with Type 1 Diabetes Mellitus and reducing HbA1c. PRACTICE IMPLICATIONS Providing diabetes education to children with Type 1 Diabetes Mellitus with digital games and video animations can facilitate diabetes management.
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Affiliation(s)
- Gamze Tınmaz
- Pamukkale University Hospital, Endocrinology Polyclinic, Denizli, Turkey.
| | - Sebahat Altundağ
- Pamukkale University Health Science Faculty, Department of Pediatric Nursing, Denizli, Turkey.
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Novak D. A Serious Game (MyDiabetic) to Support Children's Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study. JMIR Serious Games 2024; 12:e49478. [PMID: 38713496 PMCID: PMC11109855 DOI: 10.2196/49478] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/02/2023] [Revised: 08/24/2023] [Accepted: 02/13/2024] [Indexed: 05/08/2024] Open
Abstract
BACKGROUND Serious games, which are gaming applications used for purposes beyond entertainment to educate users on, and address, specific issues, may present a timely approach to promote healthy diabetes management behaviors among children with type 1 diabetes mellitus (T1DM). The lasting benefits associated with these serious games encompass improved patient education; enhanced glycemic control; the reinforcement of bonds within the community of people with diabetes; the facilitation of meaningful dialogues with caregivers, especially within the familial setting; and a significant reduction in the economic burdens associated with subsequent complications. OBJECTIVE This paper primarily aims to provide a detailed overview of the iterative design process and the associated evaluation methods used in the development of the educational game. Furthermore, this study aims to enhance motivation for sustained and extended engagement with the game over time. The MyDiabetic game design aims to educate children on various aspects, including the connections among food, insulin, and physical activity. Furthermore, it seeks to impart knowledge related to the operation of a glucometer and an insulin pen, as well as more advanced technologies such as administering glucagon, measuring ketoacidosis, and continuous glucose monitoring. METHODS The co-design methodology was applied, involving interviews, design workshops, and prototype feedback sessions. A combination of several approaches, such as tailoring, observational learning, social and family support, decision-making practice, and reward systems, was used to support children's compliance. Moreover, incorporating the literature, guidelines, and current practices into the design ensured that the game was aligned with established health care pathways and included relevant information and best practices for diabetes management. RESULTS The game was tested on 32 children in 3 iterations. Positive responses were received from children who tested the game as well as their parents. The game was also presented to 5 schoolmates of children with T1DM who appreciated a better understanding of the disease and the opportunity to support their friends more efficiently in T1DM compensation. The involvement of children and clinicians in participatory co-design contributed to to the game's high acceptance. With regard to the game's impact on education, 1 week of testing revealed an enhancement in educational outcomes. CONCLUSIONS The game is especially suitable for children newly diagnosed with T1DM because it acquaints them in a fun way with new terminology; for example, they can try to measure glycemia levels in an interactive way. The game also caters to children who still need to develop reading skills by including an audio guide. The guide ensures that children of all literacy levels can benefit from the game's educational content and interactive experiences. The game is available for download on Google Play and the Apple App Store.
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Affiliation(s)
- Daniel Novak
- Department of Cybernetics, Faculty of Electrical Engineering, Czech Technical University in Prague, Prague, Czech Republic
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Sparapani VC, Petry ADS, Barber ROLB, Nascimento LC. Prototyping Process and Usability Testing of a Serious Game for Brazilian Children With Type 1 Diabetes. Comput Inform Nurs 2023; 41:941-948. [PMID: 37279040 DOI: 10.1097/cin.0000000000001030] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/07/2023]
Abstract
This study aims to describe the prototype development and testing of a serious game designed for Brazilian children with diabetes. Following an approach of user-centered design, the researchers assessed game's preferences and diabetes learning needs to develop a Paper Prototype. The gameplay strategies included diabetes pathophysiology, self-care tasks, glycemic management, and food group learning. Diabetes and technology experts (n = 12) tested the prototype during audio-recorded sessions. Next, they answered a survey to evaluate the content, organization, presentation, and educational game aspects. The prototype showed a high content validity ratio (0.80), with three items not achieving the critical values (0.66). Experts recommended improving the game content and food illustrations. This evaluation contributed to the medium-fidelity prototype version, which after testing with diabetes experts (n = 12) achieved high content validity values (0.88). One item did not meet the critical values. Experts suggested increasing the options of outdoor activities and meals. Researchers also observed and video-recorded children with diabetes (n = 5) playing the game with satisfactory interaction. They considered the game enjoyable. The interdisciplinary team plays an important role guiding the designers in the use of theories and real needs of children. Prototypes are a low-cost usability and a successful method for evaluating games.
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Affiliation(s)
- Valéria Cássia Sparapani
- Author Affiliations: Department of Nursing, Federal University of Santa Catarina, Federal University of Santa Catarina, Campus Universitário, Florianopolis (Dr Sparapani); and Federal University of Rio Grande do Norte/UFRN, Federal University of Rio Grande do Norte, Natal (Dr Petry), Brazil; Joslin Diabetes Center, Harvard Medical School and Institute for Nursing and Interprofessional Research, Children's Hospital Los Angeles, Children's Hospital Los Angeles, CA (Dr Barber); and Department of Maternal-Infant and Public Health Nursing, University of São Paulo at Ribeirão Preto College of Nursing, WHO Collaborating Center for Nursing Research Development, São Paulo, Brazil (Dr Nascimento)
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Trivedi R, Hirayama SK, Risbud R, Suresh M, Humber MB, Butler K, Razze A, Timko C, Nelson K, Zulman DM, Asch SM, Humphreys K, Piette JD. Adapting a Telephone-Based, Dyadic Self-management Program to Be Delivered Over the Web: Methodology and Usability Testing. JMIR Form Res 2023; 7:e43903. [PMID: 37327057 PMCID: PMC10337331 DOI: 10.2196/43903] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2022] [Revised: 03/31/2023] [Accepted: 04/03/2023] [Indexed: 04/05/2023] Open
Abstract
BACKGROUND The COVID-19 pandemic has amplified the need for web-based behavioral interventions to support individuals who are diagnosed with chronic conditions and their informal caregivers. However, most interventions focus on patient outcomes. Dyadic technology-enabled interventions that simultaneously improve outcomes for patients and caregivers are needed. OBJECTIVE This study aimed to describe the methodology used to adapt a telephone-based, facilitated, and dyadic self-management program called Self-care Using Collaborative Coping Enhancement in Diseases (SUCCEED) into a self-guided, web-based version (web-SUCCEED) and to conduct usability testing for web-SUCCEED. METHODS We developed web-SUCCEED in 6 steps: ideation-determine the intervention content areas; prototyping-develop the wireframes, illustrating the look and feel of the website; prototype refinement via feedback from focus groups; finalizing the module content; programming web-SUCCEED; and usability testing. A diverse team of stakeholders including content experts, web designers, patients, and caregivers provided input at various stages of development. Costs, including full-time equivalent employee, were summarized. RESULTS At the ideation stage, we determined the content of web-SUCCEED based on feedback from the program's original pilot study. At the prototyping stage, the principal investigator and web designers iteratively developed prototypes that included inclusive design elements (eg, large font size). Feedback about these prototypes was elicited through 2 focus groups of veterans with chronic conditions (n=13). Rapid thematic analysis identified two themes: (1) web-based interventions can be useful for many but should include ways to connect with other users and (2) prototypes were sufficient to elicit feedback about the esthetics, but a live website allowing for continual feedback and updating would be better. Focus group feedback was incorporated into building a functional website. In parallel, the content experts worked in small groups to adapt SUCCEED's content, so that it could be delivered in a didactic, self-guided format. Usability testing was completed by veterans (8/16, 50%) and caregivers (8/16, 50%). Veterans and caregivers gave web-SUCCEED high usability scores, noting that it was easy to understand, easy to use, and not overly burdensome. Notable negative feedback included "slightly agreeing" that the site was confusing and awkward. All veterans (8/8, 100%) agreed that they would choose this type of program in the future to access an intervention that aims to improve their health. Developing and maintaining the software and hosting together cost approximately US $100,000, excluding salary and fringe benefits for project personnel (steps 1-3: US $25,000; steps 4-6: US $75,000). CONCLUSIONS Adapting an existing, facilitated self-management support program for delivery via the web is feasible, and such programs can remotely deliver content. Input from a multidisciplinary team of experts and stakeholders can ensure the program's success. Those interested in adapting programs should have a realistic estimate of the budget and staffing requirements.
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Affiliation(s)
- Ranak Trivedi
- Center for Innovation to Implementation, Veteran Affairs Palo Alto Health Care System, Menlo Park, CA, United States
| | | | - Rashmi Risbud
- Center for Innovation to Implementation, Veteran Affairs Palo Alto Health Care System, Menlo Park, CA, United States
| | - Madhuvanthi Suresh
- Center for Innovation to Implementation, Veteran Affairs Palo Alto Health Care System, Menlo Park, CA, United States
| | - Marika Blair Humber
- Center for Innovation to Implementation, Veteran Affairs Palo Alto Health Care System, Menlo Park, CA, United States
| | - Kevin Butler
- Learning Systems International Metcor, Washington, DC, United States
| | - Alex Razze
- Learning Systems International Metcor, Washington, DC, United States
| | - Christine Timko
- Center for Innovation to Implementation, Veteran Affairs Palo Alto Health Care System, Menlo Park, CA, United States
| | - Karin Nelson
- Veteran Affairs Puget Sound Health Care System, Seattle, WA, United States
| | - Donna M Zulman
- Center for Innovation to Implementation, Veteran Affairs Palo Alto Health Care System, Menlo Park, CA, United States
| | - Steven M Asch
- Center for Innovation to Implementation, Veteran Affairs Palo Alto Health Care System, Menlo Park, CA, United States
| | - Keith Humphreys
- Center for Innovation to Implementation, Veteran Affairs Palo Alto Health Care System, Menlo Park, CA, United States
| | - John D Piette
- Veteran Affairs Ann Arbor Health Care System, Ann Arbor, MI, United States
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Fu HNC, Wyman JF, Peden-McAlpine CJ, Draucker CB, Schleyer T, Adam TJ. App Design Features Important for Diabetes Self-management as Determined by the Self-Determination Theory on Motivation: Content Analysis of Survey Responses From Adults Requiring Insulin Therapy. JMIR Diabetes 2023; 8:e38592. [PMID: 36826987 PMCID: PMC10007004 DOI: 10.2196/38592] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/08/2022] [Revised: 11/11/2022] [Accepted: 12/01/2022] [Indexed: 12/04/2022] Open
Abstract
BACKGROUND Using a diabetes app can improve glycemic control; however, the use of diabetes apps is low, possibly due to design issues that affect patient motivation. OBJECTIVE This study aimed to describes how adults with diabetes requiring insulin perceive diabetes apps based on 3 key psychological needs (competence, autonomy, and connectivity) described by the Self-Determination Theory (SDT) on motivation. METHODS This was a qualitative analysis of data collected during a crossover randomized laboratory trial (N=92) testing 2 diabetes apps. Data sources included (1) observations during app testing and (2) survey responses on desired app features. Guided by the SDT, coding categories included app functions that could address psychological needs for motivation in self-management: competence, autonomy, and connectivity. RESULTS Patients described design features that addressed needs for competence, autonomy, and connectivity. To promote competence, electronic data recording and analysis should help patients track and understand blood glucose (BG) results necessary for planning behavior changes. To promote autonomy, BG trend analysis should empower patients to set safe and practical personalized behavioral goals based on time and the day of the week. To promote connectivity, app email or messaging function could share data reports and communicate with others on self-management advice. Additional themes that emerged are the top general app designs to promote positive user experience: patient-friendly; automatic features of data upload; voice recognition to eliminate typing data; alert or reminder on self-management activities; and app interactivity of a sound, message, or emoji change in response to keeping or not keeping BG in the target range. CONCLUSIONS The application of the SDT was useful in identifying motivational app designs that address the psychological needs of competence, autonomy, and connectivity. User-centered design concepts, such as being patient-friendly, differ from the SDT because patients need a positive user experience (ie, a technology need). Patients want engaging diabetes apps that go beyond data input and output. Apps should be easy to use, provide personalized analysis reports, be interactive to affirm positive behaviors, facilitate data sharing, and support patient-clinician communication.
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Affiliation(s)
- Helen N C Fu
- Center for Biomedical Informatics, Regenstrief Institute, Indianapolis, IN, United States
- Richard M Fairbanks School of Public Health, Indiana University, Indianapolis, IN, United States
| | - Jean F Wyman
- School of Nursing, University of Minnesota, Minneapolis, MN, United States
| | | | | | - Titus Schleyer
- Center for Biomedical Informatics, Regenstrief Institute, Indianapolis, IN, United States
- School of Medicine, Indiana University, Indianapolis, IN, United States
| | - Terrence J Adam
- College of Pharmacy, Department of Pharmaceutical Care & Health Systems, University of Minnesota, Minneapolis, MN, United States
- Institute of Health Informatics, University of Minnesota, Minneapolis, MN, United States
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Barbaric A, Munteanu C, Ross H, Cafazzo JA. Design of a Patient Voice App Experience for Heart Failure Management: Usability Study. JMIR Form Res 2022; 6:e41628. [PMID: 36472895 PMCID: PMC9768654 DOI: 10.2196/41628] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/02/2022] [Revised: 09/26/2022] [Accepted: 10/12/2022] [Indexed: 11/06/2022] Open
Abstract
BACKGROUND The use of digital therapeutics (DTx) in the prevention and management of medical conditions has increased through the years, with an estimated 44 million people using one as part of their treatment plan in 2021, nearly double the number from the previous year. DTx are commonly accessed through smartphone apps, but offering these treatments through additional platforms can improve the accessibility of these interventions. Voice apps are an emerging technology in the digital health field; not only do they have the potential to improve DTx adherence, but they can also create a better user experience for some user groups. OBJECTIVE This research aimed to identify the acceptability and feasibility of offering a voice app for a chronic disease self-management program. The objective of this project was to design, develop, and evaluate a voice app of an already-existing smartphone-based heart failure self-management program, Medly, to be used as a case study. METHODS A voice app version of Medly was designed and developed through a user-centered design process. We conducted a usability study and semistructured interviews with patients with heart failure (N=8) at the Peter Munk Cardiac Clinic in Toronto General Hospital to better understand the user experience. A Medly voice app prototype was built using a software development kit in tandem with a cloud computing platform and was verified and validated before the usability study. Data collection and analysis were guided by a mixed methods triangulation convergence design. RESULTS Common themes were identified in the results of the usability study, which involved 8 participants with heart failure. Almost all participants (7/8, 88%) were satisfied with the voice app and felt confident using it, although half of the participants (4/8, 50%) were unsure about using it in the future. Six main themes were identified: changes in physical behavior, preference between voice app and smartphone, importance of music during voice app interaction, lack of privacy concerns, desired reassurances during voice app interaction, and helpful aids during voice app interaction. These findings were triangulated with the quantitative data, and it concluded that the main area for improvement was related to the ease of use; design changes were then implemented to better improve the user experience. CONCLUSIONS This work offered preliminary insight into the acceptability and feasibility of a Medly voice app. Given the recent emergence of voice apps in health care, we believe that this research offered invaluable insight into successfully deploying DTx for chronic disease self-management using this technology.
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Affiliation(s)
- Antonia Barbaric
- Centre for Digital Therapeutics, Techna Institute, University Health Network, Toronto, ON, Canada
- Institute of Health Policy, Management and Evaluation, Dalla Lana School of Public Health, University of Toronto, Toronto, ON, Canada
- Institute of Biomedical Engineering, University of Toronto, Toronto, ON, Canada
| | - Cosmin Munteanu
- Institute for Communication, Culture, Information, and Technology, University of Toronto, Mississauga, ON, Canada
- Technologies for Aging Gracefully Lab, University of Toronto, Toronto, ON, Canada
| | - Heather Ross
- Ted Rogers Centre for Heart Research, University Health Network, Toronto, ON, Canada
- Department of Medicine, University of Toronto, Toronto, ON, Canada
- Peter Munk Cardiac Centre, University Health Network, Toronto, ON, Canada
| | - Joseph A Cafazzo
- Centre for Digital Therapeutics, Techna Institute, University Health Network, Toronto, ON, Canada
- Institute of Health Policy, Management and Evaluation, Dalla Lana School of Public Health, University of Toronto, Toronto, ON, Canada
- Institute of Biomedical Engineering, University of Toronto, Toronto, ON, Canada
- Department of Computer Science, University of Toronto, Toronto, ON, Canada
- Healthcare Human Factors, Techna Institute, University of Toronto, Toronto, ON, Canada
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Stawarz K, Liang IJ, Alexander L, Carlin A, Wijekoon A, Western M. Exploring the potential of technology to promote “exercise snacking” for pre-frail older adults in the home setting: User-Centered Design Study (Preprint). JMIR Aging 2022; 6:e41810. [DOI: 10.2196/41810] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2022] [Revised: 02/01/2023] [Accepted: 02/26/2023] [Indexed: 02/27/2023] Open
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Nørlev J, Derosche C, Sondrup K, Hejlesen O, Hangaard S. Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design Approach. JMIR Serious Games 2022; 10:e33955. [PMID: 35348466 PMCID: PMC9006140 DOI: 10.2196/33955] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2021] [Revised: 01/19/2022] [Accepted: 02/17/2022] [Indexed: 12/15/2022] Open
Abstract
Background The complications of type 1 diabetes (T1D) can be delayed or prevented in children with T1D who receive proper self-management education. Smartphone-based serious games are increasingly being used as an effective tool for teaching self-management. When developing a serious game, it is important that the development process be user-centered. Traditionally, different face-to-face methods have been used when children participate in the development process. However, face-to-face data collection is not always feasible. In such situations, distance communication can be used when developing a serious game. Objective The objective of this study is to develop a user-centered smartphone-based serious game that teaches self-management focused on carbohydrate intake in children aged 8-14 years with T1D using distance communication in both the development and evaluation of the game. Methods The development and evaluation of a smartphone-based serious game prototype was inspired by the Lean principles, and a user-centered approach was applied. The development process included 1 expert interview and design workshops with children with T1D. On the basis of the interview and design workshop results, a serious game prototype was developed using Microsoft PowerPoint. The evaluation of the serious game prototype included an interview with a dietitian and a playtest with children with T1D. All data were collected using distance communication. Results A user-centered smartphone-based serious game prototype was developed and evaluated. The expert interview with the dietitian formed the basis for the learning outcomes in the game. Four children and their parents contributed to the preferences, needs, requirements, and ideas for selected parts of the game design. The dietitian evaluated the prototype positively and validated its content and accuracy. The serious game prototype was well-received by the children and their parents during the playtest. The serious game prototype was perceived as a useful and engaging way to learn. However, the difficulty level was not appropriate, and the information was too basic for participants who had been diagnosed over a year ago. The use of digital communication platforms did not cause any problems. Conclusions The smartphone-based serious game prototype has the potential to be a useful and attractive tool for teaching disease self-management. The use of distance communication proved to be a useful approach in the development of a serious game.
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Affiliation(s)
- Jannie Nørlev
- Department of Health Science and Technology, Aalborg University, Aalborg Øst, Denmark
| | - Christina Derosche
- Department of Health Science and Technology, Aalborg University, Aalborg Øst, Denmark
| | - Katrine Sondrup
- Department of Health Science and Technology, Aalborg University, Aalborg Øst, Denmark
| | - Ole Hejlesen
- Department of Health Science and Technology, Aalborg University, Aalborg Øst, Denmark
| | - Stine Hangaard
- Department of Health Science and Technology, Aalborg University, Aalborg Øst, Denmark
- Steno Diabetes Center North Jutland, Aalborg, Denmark
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