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The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study

机译:1型糖尿病背景下儿童声音对视频游戏开发的价值:焦点小组研究

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Background: Children with type 1 diabetes mellitus (T1DM) face daily challenges performing self-care tasks, controlling symptoms, and dealing with psychosocial issues. The use of video games to improve health is a successful support for persons with chronic diseases, promoting adequate self-management through simulations of real life. Involving future users in the development of games is essential to generating innovative, creative, and effective programs. Objective: Our goal is to identify what children with T1DM need to know about their disease and their self-care tasks as well as their preferences in video games. Methods: Children with T1DM provided input about their learning needs, self-care tasks, and preferences in video games. Three categories were identified through qualitative content analysis: dealing with emotions and knowledge, practical skills and awareness, and game preferences. Results: Children expressed concerns about the difficulties of self-care, lack of knowledge about diabetes, and lack of awareness about the consequences of behaviors related to self-care, which contribute to inappropriate behaviors and significantly impact self-management of their disease. They expressed enthusiasm for a video game for children with diabetes that considered their needs and preferences. Conclusions: Findings support the potential benefits when children’s input is considered in game design. Consideration of customer needs and preferences is a powerful resource in the development of video games with enhanced learning experience.
机译:背景:患有1型糖尿病(T1DM)的儿童每天面临着执行自我护理任务,控制症状以及应对社会心理问题的挑战。使用电子游戏改善健康状况是对慢性病患者的成功支持,可以通过模拟现实生活来促进适当的自我管理。让未来的用户参与游戏开发对于生成创新,创意和有效的程序至关重要。目的:我们的目标是确定患有T1DM的儿童需要了解哪些疾病,自我护理任务以及在视频游戏中的偏好。方法:患有T1DM的儿童提供有关他们的学习需求,自我护理任务和在视频游戏中的偏好的输入。通过定性内容分析确定了三个类别:处理情绪和知识,实践技能和意识以及游戏偏好。结果:儿童对自我保健的困难,对糖尿病的了解不足以及对与自我保健有关的行为后果的认识不足表示担忧,这会导致不良行为并严重影响其疾病的自我管理。他们热衷于考虑到他们的需求和喜好,为患有糖尿病的儿童制作电子游戏。结论:当在游戏设计中考虑儿童的投入时,发现支持潜在的好处。考虑客户的需求和偏好是开发具有增强学习体验的视频游戏的强大资源。

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