|Thompson, Deborah - Debbe|
|Baranowski, Tom - Children'S Nutrition Research Center (CNRC)|
|Buday, Richard - Archimage, Inc|
Submitted to: Journal of Diabetes Science and Technology
Publication Type: Peer Reviewed Journal
Publication Acceptance Date: 2/1/2010
Publication Date: 5/1/2010
Citation: Thompson, D.J., Baranowski, T., Buday, R. 2010. Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes. Journal of Diabetes Science and Technology. 4(3):744-749.
Interpretive Summary: The incidence of diabetes among youth is increasing and adolescents appear to be at greatest risks. Video games have the potential to be an effective medium for promoting self-management behaviors. This article presents a model that can be used to design a videogame to promote self-management among adolescents with type 1 diabetes. After presenting the model, it demonstrates how the model can be used to guide game design decisions. It concludes by discussing work needed to increases the knowledge of how to design videogames to change health behavior.
Technical Abstract: Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the potential to be an effective method for promoting self-management behaviors among youth with diabetes. This article presents a conceptual model of how this may be achieved. It concludes by identifying research needed to refine our knowledge regarding how to develop effective serious video games for health.