{"title":"Experience with a team-based gamification health app for behavior change adapted to people with diabetes: A pilot study.","authors":"Satoshi Inagaki, Kenji Kato, Tomokazu Matsuda, Kozue Abe, Shogo Kurebayashi, Masatomo Mihara, Daisuke Azuma, Michinori Takabe, Yasuhisa Abe, Hisafumi Yasuda","doi":"10.1177/09287329251332454","DOIUrl":null,"url":null,"abstract":"<p><p>BackgroundHealth apps offer promising support for people with diabetes; however, the retention rates are low. Team-based apps and gamification can increase engagement and contribute to sustained use.ObjectiveThis pilot study explored how a team-based gamification app can support diabetes self-care.MethodsIndividuals with diabetes were introduced to a team-based gamification app that encourages the development of new habits. After 6 weeks of use, participants completed a questionnaire on system satisfaction, ease of use, enjoyment, usefulness for self-care, and burden, using a five-point scale. Qualitative data were also collected.ResultsOf the 32 participants, 65% were satisfied, 81% found it useful for lifestyle management, and 71% found it useful for exercise. The team system and challenge-tracking features were the most useful. Participants stated that the app provided emotional support and motivated healthy habits through social comparison; however, they also reported confusion in aligning team and individual needs<i>.</i>ConclusionsThe team-based gamification health app provided emotional support by team members who shared the same goals and motivated healthy lifestyle habits through social comparison.</p>","PeriodicalId":48978,"journal":{"name":"Technology and Health Care","volume":" ","pages":"2220-2231"},"PeriodicalIF":1.8000,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Technology and Health Care","FirstCategoryId":"5","ListUrlMain":"https://doi.org/10.1177/09287329251332454","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2025/4/30 0:00:00","PubModel":"Epub","JCR":"Q4","JCRName":"ENGINEERING, BIOMEDICAL","Score":null,"Total":0}
引用次数: 0
Abstract
BackgroundHealth apps offer promising support for people with diabetes; however, the retention rates are low. Team-based apps and gamification can increase engagement and contribute to sustained use.ObjectiveThis pilot study explored how a team-based gamification app can support diabetes self-care.MethodsIndividuals with diabetes were introduced to a team-based gamification app that encourages the development of new habits. After 6 weeks of use, participants completed a questionnaire on system satisfaction, ease of use, enjoyment, usefulness for self-care, and burden, using a five-point scale. Qualitative data were also collected.ResultsOf the 32 participants, 65% were satisfied, 81% found it useful for lifestyle management, and 71% found it useful for exercise. The team system and challenge-tracking features were the most useful. Participants stated that the app provided emotional support and motivated healthy habits through social comparison; however, they also reported confusion in aligning team and individual needs.ConclusionsThe team-based gamification health app provided emotional support by team members who shared the same goals and motivated healthy lifestyle habits through social comparison.
期刊介绍:
Technology and Health Care is intended to serve as a forum for the presentation of original articles and technical notes, observing rigorous scientific standards. Furthermore, upon invitation, reviews, tutorials, discussion papers and minisymposia are featured. The main focus of THC is related to the overlapping areas of engineering and medicine. The following types of contributions are considered:
1.Original articles: New concepts, procedures and devices associated with the use of technology in medical research and clinical practice are presented to a readership with a widespread background in engineering and/or medicine. In particular, the clinical benefit deriving from the application of engineering methods and devices in clinical medicine should be demonstrated. Typically, full length original contributions have a length of 4000 words, thereby taking duly into account figures and tables.
2.Technical Notes and Short Communications: Technical Notes relate to novel technical developments with relevance for clinical medicine. In Short Communications, clinical applications are shortly described. 3.Both Technical Notes and Short Communications typically have a length of 1500 words.
Reviews and Tutorials (upon invitation only): Tutorial and educational articles for persons with a primarily medical background on principles of engineering with particular significance for biomedical applications and vice versa are presented. The Editorial Board is responsible for the selection of topics.
4.Minisymposia (upon invitation only): Under the leadership of a Special Editor, controversial or important issues relating to health care are highlighted and discussed by various authors.
5.Letters to the Editors: Discussions or short statements (not indexed).