Gamification: Improving Patient Adherence in mHealth for Diabetes Management

Gamification: Improving Patient Adherence in mHealth for Diabetes Management

Diogo Machado, Rui Carvalho, Pedro Brandão
ISBN13: 9781799874720|ISBN10: 1799874729|EISBN13: 9781799874775
DOI: 10.4018/978-1-7998-7472-0.ch016
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MLA

Machado, Diogo, et al. "Gamification: Improving Patient Adherence in mHealth for Diabetes Management." Handbook of Research on Solving Modern Healthcare Challenges With Gamification, edited by Ricardo Alexandre Peixoto de Queirós and António José Marques, IGI Global, 2021, pp. 293-319. https://doi.org/10.4018/978-1-7998-7472-0.ch016

APA

Machado, D., Carvalho, R., & Brandão, P. (2021). Gamification: Improving Patient Adherence in mHealth for Diabetes Management. In R. Alexandre Peixoto de Queirós & A. Marques (Eds.), Handbook of Research on Solving Modern Healthcare Challenges With Gamification (pp. 293-319). IGI Global. https://doi.org/10.4018/978-1-7998-7472-0.ch016

Chicago

Machado, Diogo, Rui Carvalho, and Pedro Brandão. "Gamification: Improving Patient Adherence in mHealth for Diabetes Management." In Handbook of Research on Solving Modern Healthcare Challenges With Gamification, edited by Ricardo Alexandre Peixoto de Queirós and António José Marques, 293-319. Hershey, PA: IGI Global, 2021. https://doi.org/10.4018/978-1-7998-7472-0.ch016

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Abstract

Diabetes is a chronic disease requiring a strict management. MyDiabetes is a mobile application for type I diabetes management that, as other mHealth applications, faces the challenge of user adherence and motivation. Here the authors describe the application's redesign and the implementation of different gamification techniques to tackle these challenges. The transition to the current version of the application was made in two stages. The first addressed the redesign of the application and started implementing gamification techniques. The second stage improved some of the features and added others. After the second stage, a new survey was conducted to evaluate the implemented features and improvements. While objectives and incentives to increase the number of records were endorsed by 56.5% of users, health directed badges and objectives increased the acceptance rate to 91.3%. Long-term effectiveness of the gamification approach will be done in the future.

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