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The impact of gamified mobile applications for disease management: Case study pre-diabetic adolescents

机译:游戏化移动应用程序对疾病管理的影响:糖尿病前期青少年案例研究

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摘要

In 2014, diabetes was the seventh leading cause of death in the United States [1]. According to the Centers for Disease Control and Prevention (CDC), one third of all adults in the United State are pre-diabetic. Pre-diabetes is a condition in which blood glucose (sugar) is higher than normal, but not yet high enough to be diabetic. Persons who have an increased risk of developing pre-diabetes are: those who are not physically active, have a family history of diabetes, are within a minority group, are overweight/obese, and other factors. From 1999 to 2008, the occurrence of adolescents ages 12 to 19 with pre-diabetes or diabetes increased from 9% to 23% [5]. The purpose of this study is to determine whether deploying a gamified mobile application will help reduce adolescent's risk of developing Type 2 diabetes, as well as increase the quality of user care.;Technology can greatly enhance a user's ability to self-manage and lower their risk for pre-diabetes. Considering the varied uses of smartphones, it is not unusual for an application to be used to help pre-diabetics manage their health. Smartphone applications are currently being used to manage fitness, diet, glucose levels, water intake, blood pressure, heart rate, and weight. In a 2015 study conducted by the Pew Research Center, 88% of all American adolescent's ages 13 to 17 have or have access to a mobile phone, with 73% owning a smartphone. This study also shows that 72% of all adolescents play video games and that 81% have or have access to a gaming console [11]. This data shows the potential for mobile gamified applications in pre-diabetic user care.
机译:2014年,糖尿病是美国第七大死亡原因[1]。根据疾病预防控制中心(CDC)的数据,美国三分之一的成年人患有糖尿病。糖尿病前期是血糖(糖)高于正常水平,但还不足以使糖尿病患者的疾病。罹患糖尿病的风险增加的人是:不运动,患有糖尿病的家族病史,属于少数群体,超重/肥胖和其他因素的人。从1999年到2008年,患有糖尿病前期或糖尿病的12至19岁青少年的发生率从9%增加到23%[5]。这项研究的目的是确定部署游戏化的移动应用程序是否将有助于降低青少年罹患2型糖尿病的风险以及提高用户护理质量。技术可以极大地增强用户的自我管理能力并降低他们的生活水平。患糖尿病前期的风险。考虑到智能手机的多种用途,通常使用一种应用程序来帮助糖尿病前期患者管理其健康状况。智能手机应用程序目前正用于管理健身,饮食,葡萄糖水平,饮水量,血压,心率和体重。在皮尤研究中心(Pew Research Center)于2015年进行的一项研究中,美国13至17岁的青少年中有88%拥有或可以使用手机,其中73%拥有智能手机。这项研究还表明,所有青少年中有72%玩电子游戏,而81%可以使用或可以使用游戏机[11]。此数据显示了在糖尿病前用户护理中移动游戏化应用程序的潜力。

著录项

  • 作者

    McGowan, Obie Wesley, Jr.;

  • 作者单位

    Michigan Technological University.;

  • 授予单位 Michigan Technological University.;
  • 学科 Health care management.;Information technology.;Educational technology.
  • 学位 M.S.
  • 年度 2016
  • 页码 56 p.
  • 总页数 56
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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