Abstract

BackgroundSelf-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal.ObjectiveThis research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts.MethodsA mixed-method approach was used to validate the framework. Expert interviews (N=8) were conducted in order to validate the themes of the framework. Additionally, diabetic participants completed a questionnaire (N=42) in order to measure their attitudes toward the themes of the framework.ResultsThe results provide a validation of the framework. This indicates that gamification might improve the self-management of chronic illnesses, such as diabetes. Namely, the eight themes in the Wheel of Sukr (fun, esteem, socializing, self-management, self-representation, motivation, growth, sustainability) were perceived positively by 71% (30/42) of the participants with P value <.001.ConclusionsIn this research, both the interviews and the questionnaire yielded positive results that validate the framework (The Wheel of Sukr). Generally, this study indicates an overall acceptance of the notion of gamification in the self-management of diabetes.

Highlights

  • The health care industry is experiencing significant changes due to advances in Health 2.0 and mobile technologies [1]

  • The results provide a validation of the framework. This indicates that gamification might improve the self-management of chronic illnesses, such as diabetes

  • We present a validation of the Wheel of Sukr framework using a mixed-method approach that includes interviewing experts in the fields of medical practice, psychology, and gamification, as well as a questionnaire for patients with diabetes in Saudi Arabia

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Summary

Introduction

The health care industry is experiencing significant changes due to advances in Health 2.0 and mobile technologies [1]. There has been a focus on utilizing mobile technologies for health behavior interventions. Mobile technologies provide a medium to connect to patients and create change. Apps can be used to track medication, manage illness, and monitor health. Online communities can provide patients with the emotional and psychological support they need. Some Web and mobile health care interventions in their current form lack effective and engaging qualities; they may not appeal to a lot of patients and their effect is temporary. Self-management of chronic illnesses is an ongoing issue in health care research. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal

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