Games and Diabetes A Review Investigating Theoretical Frameworks, Evaluation Methodologies, and Opportunities for Design Grounded in Learning Theories
Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Techno...
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Published in | Journal of diabetes science and technology Vol. 10; no. 2; pp. 447 - 452 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
Los Angeles, CA
SAGE Publications
01.03.2016
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Subjects | |
Online Access | Get full text |
ISSN | 1932-2968 1932-3107 |
DOI | 10.1177/1932296815604634 |
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Abstract | Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. |
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AbstractList | Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE,
Journal of Medical Internet Research, Studies in Health Technology and Informatics
, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords "children," "computer games," "diabetes," "games," "type 1," and "type 2" in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required.Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords "children," "computer games," "diabetes," "games," "type 1," and "type 2" in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. |
Author | Holmes, Wayne Wolf, Motje Webster, Mary Lazem, Shaimaa |
AuthorAffiliation | 1 City for Scientific Research and Technological Applications (SRTA-City), Alexandria, Egypt 2 Open Lab, Newcastle University, Newcastle upon Tyne, UK 3 Human Nutrition Research Centre, Institute of Health and Society, Newcastle University, Newcastle upon Tyne, UK 4 London Knowledge Lab, UCL Institute of Education, University College London, London, UK 5 De Montfort University, Leicester, UK |
AuthorAffiliation_xml | – name: 3 Human Nutrition Research Centre, Institute of Health and Society, Newcastle University, Newcastle upon Tyne, UK – name: 4 London Knowledge Lab, UCL Institute of Education, University College London, London, UK – name: 1 City for Scientific Research and Technological Applications (SRTA-City), Alexandria, Egypt – name: 5 De Montfort University, Leicester, UK – name: 2 Open Lab, Newcastle University, Newcastle upon Tyne, UK |
Author_xml | – sequence: 1 givenname: Shaimaa surname: Lazem fullname: Lazem, Shaimaa email: shlazem@acm.org – sequence: 2 givenname: Mary surname: Webster fullname: Webster, Mary – sequence: 3 givenname: Wayne surname: Holmes fullname: Holmes, Wayne – sequence: 4 givenname: Motje surname: Wolf fullname: Wolf, Motje |
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CitedBy_id | crossref_primary_10_1177_0145721719837895 crossref_primary_10_1007_s11892_016_0754_2 crossref_primary_10_1111_dme_15035 crossref_primary_10_1089_g4h_2016_0106 crossref_primary_10_1089_g4h_2016_0039 crossref_primary_10_2196_13717 crossref_primary_10_2337_dc17_0310 crossref_primary_10_1109_ACCESS_2020_3043840 crossref_primary_10_1089_g4h_2015_0037 crossref_primary_10_3390_healthcare8040399 crossref_primary_10_1089_dia_2015_0363 crossref_primary_10_1089_g4h_2018_0024 crossref_primary_10_3389_fpsyg_2020_586379 crossref_primary_10_1002_nop2_784 crossref_primary_10_9728_dcs_2023_24_6_1243 crossref_primary_10_1089_g4h_2018_0097 crossref_primary_10_2147_JMDH_S249664 crossref_primary_10_2196_13608 crossref_primary_10_1080_07370016_2023_2211066 crossref_primary_10_1186_s12902_023_01321_6 crossref_primary_10_2196_games_7472 |
Cites_doi | 10.1145/2212877.2212883 10.1109/INNOVATIONS.2011.5893806 10.1089/1520915041705893 10.1177/193229681000400331 10.1126/science.1152408 10.1037/11494-000 10.2337/dc09-1881 10.4324/9780203095935 10.2196/jmir.2058 10.1016/0749-5978(91)90022-L 10.1177/193229681100500214 10.2196/games.3260 10.1089/dia.2010.0030 10.1258/jtt.2010.091012 10.1145/1858171.1858219 10.1109/IGIC.2011.6115113 10.1016/j.entcom.2010.12.001 10.1145/2393132.2393174 10.1016/j.pedn.2006.01.034 10.2196/games.3930 10.1016/j.compedu.2011.08.001 10.1177/193229681200600410 10.1016/j.iheduc.2004.12.001 10.1136/bmj.g7647 10.3109/14639239709089835 10.1080/17439884.2010.531023 10.2337/diacare.22.2.345 |
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