146 related articles for article (PubMed ID: 32590404)
1. Type I Diabetes Self-management With Game-Based Interventions for Pediatric and Adolescent Patients.
Rewolinski JA; Kelemen A; Liang Y
Comput Inform Nurs; 2020 Jun; 39(2):78-88. PubMed ID: 32590404
[TBL] [Abstract][Full Text] [Related]
2. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).
Warsinsky S; Schmidt-Kraepelin M; Rank S; Thiebes S; Sunyaev A
J Med Internet Res; 2021 Sep; 23(9):e30390. PubMed ID: 34505840
[TBL] [Abstract][Full Text] [Related]
3. Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review.
Nørlev J; Sondrup K; Derosche C; Hejlesen O; Hangaard S
J Diabetes Sci Technol; 2022 Sep; 16(5):1253-1269. PubMed ID: 34024156
[TBL] [Abstract][Full Text] [Related]
4. A Video Game for Brazilian T1D Children about Knowledge of Disease and Self-care: A Methodological Study.
Sparapani VC; Fels S; Kamal N; Ortiz La Banca R; Nascimento LC
J Diabetes Sci Technol; 2022 Nov; 16(6):1444-1450. PubMed ID: 34044626
[TBL] [Abstract][Full Text] [Related]
5. [Game-based approaches to prevention and health promotion: serious games and gamification].
Tolks D; Lampert C; Dadaczynski K; Maslon E; Paulus P; Sailer M
Bundesgesundheitsblatt Gesundheitsforschung Gesundheitsschutz; 2020 Jun; 63(6):698-707. PubMed ID: 32451596
[TBL] [Abstract][Full Text] [Related]
6. Effective intervention or child's play? A review of video games for diabetes education.
DeShazo J; Harris L; Pratt W
Diabetes Technol Ther; 2010 Oct; 12(10):815-22. PubMed ID: 20807119
[TBL] [Abstract][Full Text] [Related]
7. Educational video game for juvenile diabetes: results of a controlled trial.
Brown SJ; Lieberman DA; Germeny BA; Fan YC; Wilson DM; Pasta DJ
Med Inform (Lond); 1997; 22(1):77-89. PubMed ID: 9183781
[TBL] [Abstract][Full Text] [Related]
8. Play and Learn: Developing a Social Game for Children with Diabetes.
Chomutare T; Johansen SG; Årsand E; Hartvigsen G
Stud Health Technol Inform; 2016; 226():55-8. PubMed ID: 27350465
[TBL] [Abstract][Full Text] [Related]
9. Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes.
Thompson D; Baranowski T; Buday R
J Diabetes Sci Technol; 2010 May; 4(3):744-9. PubMed ID: 20513343
[TBL] [Abstract][Full Text] [Related]
10. The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence.
Theng YL; Lee JW; Patinadan PV; Foo SS
Games Health J; 2015 Oct; 4(5):352-61. PubMed ID: 26287926
[TBL] [Abstract][Full Text] [Related]
11. A systematic review of gamification in e-Health.
Sardi L; Idri A; Fernández-Alemán JL
J Biomed Inform; 2017 Jul; 71():31-48. PubMed ID: 28536062
[TBL] [Abstract][Full Text] [Related]
12. Comparative effectiveness of a serious game and an e-module to support patient safety knowledge and awareness.
Dankbaar ME; Richters O; Kalkman CJ; Prins G; Ten Cate OT; van Merrienboer JJ; Schuit SC
BMC Med Educ; 2017 Feb; 17(1):30. PubMed ID: 28148296
[TBL] [Abstract][Full Text] [Related]
13. Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.
Bul KC; Franken IH; Van der Oord S; Kato PM; Danckaerts M; Vreeke LJ; Willems A; van Oers HJ; van den Heuvel R; van Slagmaat R; Maras A
Games Health J; 2015 Dec; 4(6):502-12. PubMed ID: 26325247
[TBL] [Abstract][Full Text] [Related]
14. Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis.
Charlier N; Zupancic N; Fieuws S; Denhaerynck K; Zaman B; Moons P
J Am Med Inform Assoc; 2016 Jan; 23(1):230-9. PubMed ID: 26186934
[TBL] [Abstract][Full Text] [Related]
15. Effectiveness of a Behavior Change Technique-Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial.
Höchsmann C; Infanger D; Klenk C; Königstein K; Walz SP; Schmidt-Trucksäss A
JMIR Serious Games; 2019 Feb; 7(1):e11444. PubMed ID: 30758293
[TBL] [Abstract][Full Text] [Related]
16. Gamification in Physical Therapy: More Than Using Games.
Janssen J; Verschuren O; Renger WJ; Ermers J; Ketelaar M; van Ee R
Pediatr Phys Ther; 2017 Jan; 29(1):95-99. PubMed ID: 27984481
[TBL] [Abstract][Full Text] [Related]
17. Evaluating Diabetes Educational Interventions With a Skill Development Component in Adolescents With Type 1 Diabetes: A Systematic Review Focusing on Quality of Life.
Abualula NA; Jacobsen KH; Milligan RA; Rodan MF; Conn VS
Diabetes Educ; 2016 Oct; 42(5):515-28. PubMed ID: 27402637
[TBL] [Abstract][Full Text] [Related]
18. A Preliminary Study on "PRISMA" Education in Improving Self-Management and Level of Compliance in Children with Type-1 Diabetes Mellitus.
Emiliana P; Agustini N; Allenidekania ; Rustina Y
Compr Child Adolesc Nurs; 2019; 42(sup1):115-121. PubMed ID: 31192721
[TBL] [Abstract][Full Text] [Related]
19. An augmented reality game to support therapeutic education for children with diabetes.
Calle-Bustos AM; Juan MC; García-García I; Abad F
PLoS One; 2017; 12(9):e0184645. PubMed ID: 28957355
[TBL] [Abstract][Full Text] [Related]
20. Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease.
Berglund A; Jaarsma T; Berglund E; Strömberg A; Klompstra L
Eur J Cardiovasc Nurs; 2022 Aug; 21(6):630-638. PubMed ID: 35709297
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]