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Understanding Diabetes through Watch Based Interactive Play

Published: 29 January 2019 Publication History

Abstract

Play based systems, such as computer games, have proven effective as tools to enhance our human understanding, skills and capabilities in a number of real world activities. The active pursuit of gamification and applied games for tasks from education to design, training and simulation continues to grow. The field of healthcare is one key area offering significant potential. Raising the question of whether play based assistive tools, as a means to create greater understanding of serious medical conditions, and the health and lifestyle impacts they cause, can be effective. This research involved both the review of play based systems that are dedicated to assisting with diabetes, as well as the development of a new watch based mobile App designed specifically to assist players (both diabetic as well as broader community) in understanding the complex nature of managing diabetes. Diabetes is listed as the sixth leading cause of death worldwide and its improved management is listed as a priority by the world health organization. The results from the randomized control trial of the new watch based tool showed that participants who used the play based watch App, demonstrated a statistically significant improvement of their understanding of the condition and its management. This highlights the potential of play based digital tools to bring greater understanding of complex medical conditions to patients, care givers and the broader population.

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  • (2024)The Multiplicitous Metaverse: Purposeful Ways of Applying and Understanding eXtended Reality in Learning and Teaching FrameworksAugmented and Virtual Reality in the Metaverse10.1007/978-3-031-57746-8_3(41-63)Online publication date: 12-May-2024
  • (2022)Serious Game Design in Health Education: A Systematic ReviewIEEE Transactions on Learning Technologies10.1109/TLT.2022.320058315:6(827-846)Online publication date: 1-Dec-2022

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cover image ACM Other conferences
ACSW '19: Proceedings of the Australasian Computer Science Week Multiconference
January 2019
486 pages
ISBN:9781450366038
DOI:10.1145/3290688
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]

In-Cooperation

  • CORE - Computing Research and Education
  • Macquarie University-Sydney

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 January 2019

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Author Tags

  1. Computer Game
  2. Diabetes
  3. Healthcare
  4. Mobile
  5. Watch

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ACSW 2019
ACSW 2019: Australasian Computer Science Week 2019
January 29 - 31, 2019
NSW, Sydney, Australia

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ACSW '19 Paper Acceptance Rate 61 of 141 submissions, 43%;
Overall Acceptance Rate 61 of 141 submissions, 43%

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View all
  • (2024)The Multiplicitous Metaverse: Purposeful Ways of Applying and Understanding eXtended Reality in Learning and Teaching FrameworksAugmented and Virtual Reality in the Metaverse10.1007/978-3-031-57746-8_3(41-63)Online publication date: 12-May-2024
  • (2022)Serious Game Design in Health Education: A Systematic ReviewIEEE Transactions on Learning Technologies10.1109/TLT.2022.320058315:6(827-846)Online publication date: 1-Dec-2022

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