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Video Games for Diabetes Self-Management: Examples and Design Strategies
9 references·5 citing·44 second hop
Video Games for Diabetes Self-Management: Examples and Design Strategies (2012)Video Games for Diabetes Self-Management:…Public Communication Campaigns (2013)Public Communication CampaignsPlaying Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Motivating Effects of Cooperative Exergame Play for Overweight and Obese Adolescents (2012)Motivating Effects of Coopera…Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions (2012)Designing Serious Video Games…Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education (2010)Effective Intervention or Chi…Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes (2010)Conceptual Model for the Desi…Serious Games (2009)Serious GamesSerious games : mechanisms and effects (2009)Serious games : mechanisms an…Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review (2023)The Use of Gamification in th…Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review (2021)Game Mechanisms in Serious Ga…Designing a Mobile Serious Game for Raising Awareness of Diabetic Children (2020)Designing a Mobile Serious Ga…The Potential Role of Social Media and Interactive Technologies in Diabetes Education (2016)The Potential Role of Social …Effects of the Quest to Lava Mountain Computer Game on Dietary and Physical Activity Behaviors of Elementary School Children: A Pilot Group-Randomized Controlled Trial (2015)Effects of the Quest to Lava …THEORY AT A GLANCE: A GUIDE FOR HEALTH PROMOTION PRACTICE (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Playing for Real (2008)InsuOnline, a Serious Game to Teach Insulin Therapy to Primary Care Physicians: Design of the Game and a Randomized Controlled Trial for Educational Validation (2013)Using a robot to personalise health education for children with diabetes type 1: A pilot study (2013)Design and evaluation of a personal robot playing a self-management education game with children with diabetes type 1 (2017)A theory of reasoned action: some applications and implications. 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(2000)Behavioral Science in Video Games for Children's Diet and Physical Activity Change: Key Research Needs (2011)Serious gaming in women’s health care (2011)InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians (2017)Communication and Persuasion (1986)Communication and Persuasion: Central and Peripheral Routes to Attitude Change (2015)A systematic review of serious games in asthma education (2016)Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review (2020)Self-efficacy mechanism in human agency. (1982)Learning with Media (1991)Origins of Serious Games (2011)Role of Video Games in Improving Health-Related Outcomes (2012)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)Gender and Computer Games: Exploring Females' Dislikes (2006)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010)Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs (2012)A Brief History of Serious Games (2016)Mass communication and public understanding of environmental problems: the case of global warming (2000)The digital divide has grown old: Determinants of a digital divide among seniors (2014)Inoculation theory in the post‐truth era: Extant findings and new frontiers for contested science, misinformation, and conspiracy theories (2021)The benefits of playing video games. (2013)An Overview of Serious Games (2014)Mapping learning and game mechanics for serious games analysis (2014)
this work references cited by second hop

References

  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2009Serious games : mechanisms and effects837 cited
  • 2009Serious Games500 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
  • 2013Public Communication Campaigns456 cited
  • 2012Motivating Effects of Cooperative Exergame Play for Overweight and Obese Adolescents118 cited
  • 2010Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education112 cited
  • 2012Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions102 cited
  • 2010Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes72 cited

Cited by

  • 2015Effects of the Quest to Lava Mountain Computer Game on Dietary and Physical Activity Behaviors of Elementary School Children: A Pilot Group-Randomized Controlled Trial56 cited
  • 2023The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review53 cited
  • 2021Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review37 cited
  • 2020Designing a Mobile Serious Game for Raising Awareness of Diabetic Children33 cited
  • 2016The Potential Role of Social Media and Interactive Technologies in Diabetes Education

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20 cited