Ghodousi Moghadam Sara, Mazloum Khorasani Zahra, Sharifzadeh Nahid, Tabesh Hamed
Department of Medical Informatics, School of Medicine, Mashhad University of Medical Sciences, Mashhad, Iran.
Department of Health Information Technology, Neyshabur University of Medical Sciences, Neyshabur, Iran.
Heliyon. 2024 Sep 11;10(18):e37755. doi: 10.1016/j.heliyon.2024.e37755. eCollection 2024 Sep 30.
Type 2 Diabetes Mellitus (T2DM) is a chronic condition that requires ongoing self-management and education. In recent years, there has been a growing interest in utilizing mobile serious games as a tool for patient education and engagement. This article presents the development of DiaPo, a mobile serious game designed to improve self-management education for patients with T2DM. DiaPo integrates gamification techniques to increase patient engagement and motivation while providing essential information about disease management. The development of DiaPo followed a structured design process, utilizing the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) educational system. This systematic approach allowed for the integration of best practices in educational game design and diabetes care. The development team consisted of experts in medical informatics, game design, and diabetes care, ensuring a multidisciplinary approach to the game's creation. The game's narrative focuses on a T2DM patient who earns positive points for making healthy lifestyle choices and negative points for poor ones. This gamified approach aims to reinforce positive behaviors and provide immediate feedback on negative ones. Interactive animations confirm or deny options selected by the player, further enhancing the learning experience. DiaPo offers a flexible and adaptable platform suitable for diverse audiences, promoting inclusiveness and accessibility in T2DM education. DiaPo represents a novel approach to self-management education for patients with T2DM, utilizing gamification techniques and a multidisciplinary design process to create an engaging and informative mobile serious game. By promoting inclusiveness and accessibility, DiaPo has the potential to empower patients with T2DM to take an active role in their disease management. As the field of mobile serious games continues to evolve, DiaPo stands as a promising tool for improving T2DM education and patient outcomes.
2型糖尿病(T2DM)是一种需要持续自我管理和教育的慢性疾病。近年来,人们越来越关注利用移动严肃游戏作为患者教育和参与的工具。本文介绍了DiaPo的开发,这是一款旨在改善T2DM患者自我管理教育的移动严肃游戏。DiaPo整合了游戏化技术,以提高患者的参与度和积极性,同时提供有关疾病管理的重要信息。DiaPo的开发遵循结构化设计流程,采用分析、设计、开发、实施和评估(ADDIE)教育系统。这种系统方法允许在教育游戏设计和糖尿病护理中整合最佳实践。开发团队由医学信息学、游戏设计和糖尿病护理方面的专家组成,确保了游戏创建的多学科方法。游戏的故事情节围绕一名T2DM患者展开,他因做出健康的生活方式选择而获得正分,因做出不良选择而获得负分。这种游戏化方法旨在强化积极行为,并对消极行为提供即时反馈。交互式动画确认或否定玩家选择的选项,进一步增强学习体验。DiaPo提供了一个灵活且适应性强的平台,适用于不同受众,促进了T2DM教育的包容性和可及性。DiaPo代表了一种针对T2DM患者自我管理教育的新颖方法,利用游戏化技术和多学科设计流程创建了一款引人入胜且信息丰富的移动严肃游戏。通过促进包容性和可及性,DiaPo有可能使T2DM患者在疾病管理中发挥积极作用。随着移动严肃游戏领域的不断发展,DiaPo作为改善T2DM教育和患者治疗效果的有前途的工具而存在。