DiaBeaThis — A gamified self-tracking portal to support people suffering from diabetes mellitus to control their blood glucose level

René Baranyi, R. Willinger, Nadja Lederer, F. Walcher, T. Grechenig
{"title":"DiaBeaThis — A gamified self-tracking portal to support people suffering from diabetes mellitus to control their blood glucose level","authors":"René Baranyi, R. Willinger, Nadja Lederer, F. Walcher, T. Grechenig","doi":"10.1109/SeGAH.2018.8401352","DOIUrl":null,"url":null,"abstract":"Diabetes mellitus is affecting a wide range of people around the world. There is no cure, therefore people need to live with that disease for a long time. Suffering from diabetes mellitus means that the insulin regulation inside the body is not working correctly and must therefore be monitored very carefully ending up with documenting the blood glucose level and the complete nutrition intake. This is still very often a paper based and not really motivating or diversified process with the help of so called diabetes diaries. Today's society also delivers mobile solutions even with gamification elements, but the combination of monitoring blood glucose level and a complete independent/not directly related game was not yet the State of The Art focus. As a result, the authors of this publication present a game, where people get benefits from entering their blood glucose measurements and nutrition intake in an included digital diabetes diary. By including 21 people suffering from type 1 or 2 diabetes it was shown, that such a solution poses a motivating aspect in their daily lives and differs from current software solutions. Throughout different iterations, 29 functional requirements were identified and described. Within a five week test phase, the participants played 178 game sessions and entered 1102 diary entries.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"105 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SeGAH.2018.8401352","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

Abstract

Diabetes mellitus is affecting a wide range of people around the world. There is no cure, therefore people need to live with that disease for a long time. Suffering from diabetes mellitus means that the insulin regulation inside the body is not working correctly and must therefore be monitored very carefully ending up with documenting the blood glucose level and the complete nutrition intake. This is still very often a paper based and not really motivating or diversified process with the help of so called diabetes diaries. Today's society also delivers mobile solutions even with gamification elements, but the combination of monitoring blood glucose level and a complete independent/not directly related game was not yet the State of The Art focus. As a result, the authors of this publication present a game, where people get benefits from entering their blood glucose measurements and nutrition intake in an included digital diabetes diary. By including 21 people suffering from type 1 or 2 diabetes it was shown, that such a solution poses a motivating aspect in their daily lives and differs from current software solutions. Throughout different iterations, 29 functional requirements were identified and described. Within a five week test phase, the participants played 178 game sessions and entered 1102 diary entries.
一个游戏化的自我追踪门户网站,帮助糖尿病患者控制血糖水平
糖尿病在世界范围内影响着广泛的人群。这种病无法治愈,因此人们需要长期忍受这种病。患有糖尿病意味着体内的胰岛素调节不能正常工作,因此必须非常仔细地监测,最后记录血糖水平和完整的营养摄入。这仍然是基于论文的,没有真正的激励或多样化的过程,在所谓的糖尿病日记的帮助下。今天的社会也提供了带有游戏化元素的移动解决方案,但将监测血糖水平与完全独立/不直接相关的游戏相结合还不是最先进的焦点。因此,本出版物的作者提出了一种游戏,人们可以通过在包含的数字糖尿病日记中输入他们的血糖测量和营养摄入量来获益。通过对21名患有1型或2型糖尿病的人进行研究,结果表明,这种解决方案在他们的日常生活中具有激励作用,与目前的软件解决方案不同。在不同的迭代中,确定并描述了29个功能需求。在为期五周的测试阶段,参与者玩了178次游戏,写了1102篇日记。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信