Abstract

Gamified applications are regarded as useful for patients in facilitating daily self-care management and the personalization of health monitoring. This paper reports the development of a gamified application by considering a design that had previously been investigated and reported. Numerous game elements were installed in the application, which covered several tasks aimed at managing diabetes mellitus. The development process utilized the Rapid Application Development (RAD) methodology in terms of system requirements, user design, construction, and cutover; this paper refers to the user design and cutover processes. The developed application was tested through system testing and usability testing. The usability testing adopted the Software Usability Scale (SUS) to assess the usability of the application. Twenty participants were involved in the testing. The result showed that the gamified application is easy and practical to use for an individual with or without diabetes. All the provided functions worked as designed and planned, and the participants accepted their usability. Overall, this study offers a promising result that could lead to real-life implementation.

Highlights

  • Patients with long-term health conditions must adapt to a new routines and lifestyles, mainly involving their daily activities and dietary intake

  • The materials described; features those involved in this study are (1) the this sectionemployed outlines are thealso gamification and the implementation of the tools utilized in the development phase and the gamified application itself

  • Providing an application that could help individuals learn more about their health condition indirectly teaches and encourages them to self-care and self-manage

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Summary

Introduction

Patients with long-term health conditions must adapt to a new routines and lifestyles, mainly involving their daily activities and dietary intake. Despite the growing prevalence of smartphones, health-focused digital learning using the gamification approach has only been sparsely implemented in daily life This omission may hinder an individual’s efforts to self-care and manage, those living with health conditions like diabetes mellitus. The research on self-care management through fun learning games and gamification has been conducted, these studies only focus on a single diabetes issue, for example, problems of blood glucose [8], medication intake [7], and diet management [5]. Developing one platform that integrates several issues related to DM would enable a practical and convenient tool for knowledge acquisition and self-care management. The developed gamified application in this paper is intended to contribute to enhancing a self-management and self-care platform with gamification and a fun learning environment. The concluding remarks as well as recommendations for future work are presented in the last section

Related Work
RAD Methodology
The Development Tool
The Gamification Design and Development Approach
The Diabetes Gamified Application
Gamified
Method
Empirical Research Method
Participants
Findings
Conclusions and Future Work
Full Text
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