A Video Game for Brazilian T1D Children about Knowledge of Disease and Self-care: A Methodological Study

Valéria de Cássia Sparapani, Sidney Fels, Noreen Kamal, Rebecca Ortiz La Banca, Lucila Castanheira Nascimento, Valéria de Cássia Sparapani, Sidney Fels, Noreen Kamal, Rebecca Ortiz La Banca, Lucila Castanheira Nascimento

Abstract

Background: Video games are interactive technologies able to support children in health promotion, behavior changes, and chronic disease self-management. The use of health behavior change determinants in video game design can increase its effectiveness. This study describes the process of designing a video game for Brazilian children with T1D clarifying the use of health behavior change determinants that may influence self-management behaviors.

Methods: This was a methodological study based on health behavior change theories and the user-centered design approach. The results of a qualitative study conducted with children aged 7 to 12 years identified learning needs about knowledge on diabetes and self-care tasks which contribute to inappropriate behaviors. A Behavioral Diagnosis presented health behavior change determinants, capable of influencing children's learning needs and behaviors, that were considered to design The Heroes of Diabetes-the power of knowledge.

Results: The results presented the process of designing 4 mini games with its description and theory foundation to reach children's lack of understanding about T1D, insulin's role, SMBG requirements, food groups and physical activity's role in glycemic control. Knowledge, goal settings, extrinsic and intrinsic motivation determinants were related with video games design features.

Conclusions: The findings support the use of health behavior change determinants into video game design as a guide to achieve children learning needs and that might influence self-management behaviors.

Keywords: game design; health behavior change; knowledge; pediatric nursing; type 1 diabetes mellitus; video game.

Conflict of interest statement

The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.

Figures

Figure 1.
Figure 1.
Study procedures in view of children’s needs identification and behavioral diagnosis.
Figure 2.
Figure 2.
Behavior change determinants included in the video game design features.
Figure 3.
Figure 3.
“Action-Reaction” mini-game.
Figure 4.
Figure 4.
“Food Groups” mini-game.
Figure 5.
Figure 5.
“Travel inside the body” mini-game.

Source: PubMed

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