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User centric social diabetes game design for children

Published: 03 October 2012 Publication History
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  • Abstract

    Children recently diagnosed with diabetes type 1 require lots of information and feel scared, alone and different. Most of the existing educational material is on paper. Games with relevant learning content are mainly small minigames in English. There is a need for more material with a focus on user needs, particularly learning--by-doing material. Peer support is known to be important for this user group. We present a concept for a social learning game that is engaging and fun for diabetic children.

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    Cited By

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    • (2024)Co-design of educational social games with newcomer children: a case study of arabic-speaking migrant tweensBehaviour & Information Technology10.1080/0144929X.2024.2307449(1-24)Online publication date: 24-Jan-2024
    • (2022)Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design ApproachJMIR Serious Games10.2196/3395510:1(e33955)Online publication date: 29-Mar-2022
    • (2019)Making Diabetes Education InteractiveProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300671(1-12)Online publication date: 2-May-2019
    • Show More Cited By

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    cover image ACM Other conferences
    MindTrek '12: Proceeding of the 16th International Academic MindTrek Conference
    October 2012
    278 pages
    ISBN:9781450316378
    DOI:10.1145/2393132
    • Conference Chair:
    • Artur Lugmayr
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 03 October 2012

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    Author Tags

    1. diabetes
    2. health
    3. multidisciplinary work
    4. persuasive computing
    5. serious games
    6. social computing
    7. social game
    8. user centric design

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    AcademicMindTrek '12

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    MindTrek '12 Paper Acceptance Rate 19 of 43 submissions, 44%;
    Overall Acceptance Rate 110 of 207 submissions, 53%

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    View all
    • (2024)Co-design of educational social games with newcomer children: a case study of arabic-speaking migrant tweensBehaviour & Information Technology10.1080/0144929X.2024.2307449(1-24)Online publication date: 24-Jan-2024
    • (2022)Using Distance Communication for the User-Centered Development of a Smartphone-Based Serious Game for Children With Type 1 Diabetes: Participatory Design ApproachJMIR Serious Games10.2196/3395510:1(e33955)Online publication date: 29-Mar-2022
    • (2019)Making Diabetes Education InteractiveProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300671(1-12)Online publication date: 2-May-2019
    • (2018)DiaBeaThis — A gamified self-tracking portal to support people suffering from diabetes mellitus to control their blood glucose level2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH.2018.8401352(1-8)Online publication date: May-2018
    • (2017)A Mapping Study on Mobile Games for Patients of Chronic DiseasesJournal of Medical Systems10.1007/s10916-017-0781-941:9(1-16)Online publication date: 1-Sep-2017
    • (2016)Translating open data to educational minigames2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)10.1109/SMAP.2016.7753400(145-150)Online publication date: Oct-2016

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