Technology and health care : official journal of the European Society for Engineering and Medicine · 2025
Experience with a team-based gamification health app for behavior change adapted to people with diabetes: A pilot study.
СтатьяНазвание и аннотация: Перевод в очереди
Обработка статьи · этапы, ошибки и управление
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Состояние обновляется каждые 5 секунд, пока блок открыт. Процент показывается только там, где известен объём работы. Пауза останавливает продолжение этапа; текущий запрос к источнику может завершиться.
Inagaki Satoshi, Kato Kenji, Matsuda Tomokazu, Abe Kozue, Kurebayashi Shogo, Mihara Masatomo, Azuma Daisuke, Takabe Michinori, Abe Yasuhisa, Yasuda Hisafumi
Аннотация
BackgroundHealth apps offer promising support for people with diabetes; however, the retention rates are low. Team-based apps and gamification can increase engagement and contribute to sustained use.ObjectiveThis pilot study explored how a team-based gamification app can support diabetes self-care.MethodsIndividuals with diabetes were introduced to a team-based gamification app that encourages the development of new habits. After 6 weeks of use, participants completed a questionnaire on system satisfaction, ease of use, enjoyment, usefulness for self-care, and burden, using a five-point scale. Qualitative data were also collected.ResultsOf the 32 participants, 65% were satisfied, 81% found it useful for lifestyle management, and 71% found it useful for exercise. The team system and challenge-tracking features were the most useful. Participants stated that the app provided emotional support and motivated healthy habits through social comparison; however, they also reported confusion in aligning team and individual needs.ConclusionsThe team-based gamification health app provided emotional support by team members who shared the same goals and motivated healthy lifestyle habits through social comparison.