In this paper we describe a platform that integrates gaming and coaching for adolescent patients with type 1 diabetes and results from user evaluations of the platform. The purpose of the platform is to support patients in diabetes self-management through educational game playing, monitoring and motivational feedback, and to support patients' care givers. We describe the design of the platform referring to principles from health care, persuasive system design and game design. The virtual coach is a game guide that can also provide personalized feedback about the user's daily care related activities which have value for making progress in the game world. We report about user evaluations in the wild which revealed that some assumptions made a...
AbstractThis research outlines a new approach, that takes complex medical, nutritional & activity da...
Mobile serious games are very important tools for self-learning, training, and edutainment. They can...
Aim Poor adherence is commonly cited as a reason for treatment failure in adolescence. The use of ga...
Self monitoring, personal goal-setting and coaching, education and social support are strategies to ...
This paper describes the design of a platform for serious gaming and digital coaching supporting hea...
Virtual environments have proved to be successful for educational purposes in different fields. T...
This article introduces the design principles of serious games for chronic patients based on behavio...
It is widely recognized that in diabetes to learn the insulin metabolism is essential for ensuring a...
Diabetes is a well-known serious condition which its severity can be considerably reduced by a well-...
Abstract. Packy & Marlon", an interactive video game designed to improve self-care among ch...
Background: Diabetes management is a complex learning process for patients and an area of low confid...
The use of gamification in healthcare has been receiving a great deal of attention in both academic ...
<div><p>Therapeutic education in diabetes helps patients take responsibility for self-control of the...
Finding methods to improve people's diabetes control and management is important to prevent its comp...
Therapeutic education in diabetes helps patients take responsibility for self-control of their disea...
AbstractThis research outlines a new approach, that takes complex medical, nutritional & activity da...
Mobile serious games are very important tools for self-learning, training, and edutainment. They can...
Aim Poor adherence is commonly cited as a reason for treatment failure in adolescence. The use of ga...
Self monitoring, personal goal-setting and coaching, education and social support are strategies to ...
This paper describes the design of a platform for serious gaming and digital coaching supporting hea...
Virtual environments have proved to be successful for educational purposes in different fields. T...
This article introduces the design principles of serious games for chronic patients based on behavio...
It is widely recognized that in diabetes to learn the insulin metabolism is essential for ensuring a...
Diabetes is a well-known serious condition which its severity can be considerably reduced by a well-...
Abstract. Packy & Marlon", an interactive video game designed to improve self-care among ch...
Background: Diabetes management is a complex learning process for patients and an area of low confid...
The use of gamification in healthcare has been receiving a great deal of attention in both academic ...
<div><p>Therapeutic education in diabetes helps patients take responsibility for self-control of the...
Finding methods to improve people's diabetes control and management is important to prevent its comp...
Therapeutic education in diabetes helps patients take responsibility for self-control of their disea...
AbstractThis research outlines a new approach, that takes complex medical, nutritional & activity da...
Mobile serious games are very important tools for self-learning, training, and edutainment. They can...
Aim Poor adherence is commonly cited as a reason for treatment failure in adolescence. The use of ga...