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The Wheel of Sukr: A Framework for Gamifying Diabetes Self-Management in Saudi Arabia

机译:苏克尔之轮:沙特阿拉伯糖尿病自我管理游戏化框架

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Diabetes is one of the most common chronic illnesses in the world. Saudi Arabia is one of the top countries where diabetes is most prevalent. Living with diabetes requires a great deal of care and self-management skills in several aspects of daily life. Self-care and management range from keeping records of blood glucose levels and other associated information such as food intake, to having the emotional and social support needed to cope with the condition. Even though there are a number of ways in which patients can self-manage diabetes, they do not guarantee adherence to medication or enhance self-management skills. Moreover, the existing tools and communities are not available to Saudi patients. In order to promote better self-management of diabetes we propose the use of Gamification, which is the use of game elements in non-gaming environments. Since it is more psychology than technology, it can influence the behaviour of users and motivate them to better self-manage their condition. The rewarding elements in it could help in motivating users towards healthy behaviours that they find difficult to start or maintain. It has been applied to a number of environments including healthcare, and yielded positive results in terms of increasing engagement, motivating people, and changing behaviour. Thus, in this research we propose a conceptual framework named “The Wheel Of Sukr” to assist in self-management of diabetes for young adults in Saudi Arabia. The framework emphasizes the link between gamification, and behaviour change methods. It incorporates a number of elements that are from the literature, believed to be necessary for the use of gamification in self-management of diabetes to change behaviour or reinforce positive.
机译:糖尿病是世界上最常见的慢性疾病之一。沙特阿拉伯是糖尿病最普遍的国家之一。糖尿病患者在日常生活的各个方面都需要大量的护理和自我管理技能。自我护理和管理的范围从记录血糖水平和其他相关信息(例如食物摄入)到获得应对疾病所需的情感和社会支持。即使有多种方法可以使患者自我管理糖尿病,但他们不能保证坚持用药或增强自我管理技能。此外,沙特患者无法使用现有工具和社区。为了促进更好的糖尿病自我管理,我们建议使用游戏化,这是在非游戏环境中使用游戏元素。由于它比技术更重要,因此它可以影响用户的行为并激发他们更好地自我管理自己的状况。其中的奖励元素可以帮助激励用户采取他们认为难以启动或维持的健康行为。它已应用于包括医疗保健在内的许多环境,并且在增加敬业度,激励人们和改变行为方面取得了积极的成果。因此,在这项研究中,我们提出了一个名为“ The Wheel Of Sukr”的概念框架,以帮助沙特阿拉伯的年轻人自我管理糖尿病。该框架强调游戏化与行为改变方法之间的联系。它包含了许多文献中的要素,这些要素被认为对于在自我管理糖尿病中使用游戏化来改变行为或增强积极性是必要的。

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