A Mapping Study on Mobile Games for Patients of Chronic Diseases
- 406 Downloads
There is a growing interest of using technologies to propose solutions for healthcare issues. One of such issues is the incidence of chronic diseases, which are responsible for a considerable proportion of worldwide mortality. It is possible to prevent the development of such diseases using tools and methods that instruct the population. To achieve this, mobile games provide a powerful environment for teaching different subjects to user, without them actively knowing that they are learning new concepts. Despite the growing interest of using mobile games in healthcare, more specifically by patients with chronic diseases, in the best of our knowledge there are no studies that address the current research being published in the area. To close this gap, we carried out a systematic mapping study to synthesize an overview of the area. Five databases were searched and more than 1200 studies were analyzed and filtered. Among them, 17 met the the inclusion and exclusion criteria defined in this work. The results show that there is still room for research in this area, since the studies focus on a younger audience rather than proposing solutions for all ages. Furthermore, the number of chronic conditions being addressed is still small, obesity and diabetes are prevalent. Besides, the full capacity of game features that foster learning through games are not being employed, the majority of games proposed by the articles encompass less than half of these features.
KeywordsChronic diseases Mobile games Systematic review Digital games Mobile health Healthcare
The authors would like to thank to the National Council for Scientific and Technological Development (CNPQ) and to the Coordination for the Improvement of Higher Education Personnel (CAPES) for supporting the development of this work.
Compliance with Ethical Standards
Conflict of interests
The first author declares that he has no conflict of interest. The second author declares that he has no conflict of interest. The third author declares that he has no conflict of interest. The fourth author declares that he has no conflict of interest. The fifth author declares that he has no conflict of interest.
This study was funded by National Council for Scientific and Technological Development - CNPq (grant number 310378/2014-1) and Coordination for the Improvement of Higher Level Personnel - CAPES (PROSUP Program). Ethical approval: This article does not contain any studies with human participants or animals performed by any of the authors.
- 1.AL-Qurishi, M.S., Mostafa, M.A., Alrakhami, M.S., and Alamri, A.M., Starsrace: a mobile collaborative seriuos game for obesity. In: 2014 IEEE International Conference on Multimedia and Expo Workshops (ICMEW), pp. 1–5, 2014. doi: 10.1109/ICMEW.2014.6890673.
- 3.Amresh, A., Salla, R., Sinha, M., and Birr, R., Design, implementation and evaluation of a game-based intervention targeting latino children for improving obesity outcomes. In: 2016 IEEE International Conference on Serious Games and Applications for health (SeGAH), pp. 1–8, 2016. doi: 10.1109/SeGAH.2016.7586280.Google Scholar
- 4.Ati, M., Omar, W., and Hussein, A.S., Integration framework of chronic disease management system and a recommender system in the United Arab Emirates. In: 2015 IEEE International Symposium on Signal Processing and Information Technology (ISSPIT), pp. 570–574, 2015. doi: 10.1109/ISSPIT.2015.7394402.CrossRefGoogle Scholar
- 5.AVERT, Hiv and aids in Brazil. https://www.avert.org/professionals/hiv-around-world/latin-america/Brazil 2015.
- 8.Brox, E., Hirche, J., Evertsen, G., Yliräisänen-Seppänen, P., and Bomark, P., User centric social diabetes game design for children. In: Proceeding of the 16th international academic mindtrek conference, ACM, New York, NY, USA, Mindtrek ’12, pp. 291–293, 2012. doi: 10.1145/2393132.2393196.CrossRefGoogle Scholar
- 9.Chen, R., Sun, J., Dittus, R.S., Fabbri, D., Kirby, J., Laffer, C.L., McNaughton, C.D., and Malin, B., Patient stratification using electronic health records from a chronic disease management program, Vol. 99. doi: 10.1109/JBHI.2016.2514264 2016.
- 12.DeSmet, A., Shegog, R., Van Ryckeghem, D., Crombez, G., and De Bourdeaudhuij, I., A systematic review and meta-analysis of interventions for sexual health promotion involving serious digital games. Games for Health Journal 4(2):78–90, 2014. doi: 10.1089/g4h.2014.0110.
- 13.Glasemann, M., Kanstrup, A.M., and Ryberg, T., Making chocolate-covered broccoli: designing a mobile learning game about food for young people with diabetes. In: Proceedings of the 8th ACM Conference on Designing Interactive Systems, ACM, New York, NY, USA, DIS ’10, pp. 262–271, 2010. doi: 10.1145/1858171.1858219.Google Scholar
- 17.Hussain, T.S., and Coleman, S.L.: Design and development of training games. Cambridge University Press 2014.Google Scholar
- 18.III, R.R.: Game design: Theory and practice, 2nd edn. Jones & Bartlett Learning 2004.Google Scholar
- 21.Kim, H., Kogan, A., Dasgupta, C., Novitzky, M.M., and Do, E.Y.L., Grocery hunter: a fun mobile game for children to combat obesity. In: Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction, ACM, New York, NY, USA, TEI ’11, pp. 317–320, 2011. doi: 10.1145/1935701.1935775.CrossRefGoogle Scholar
- 24.Luhanga, E.T., Hippocrate, A.A.E., Suwa, H., Arakawa, Y., and Yasumoto, K., Happyinu: exploring how to use games and extrinsic rewards for consistent food tracking behavior. In: 2016 Ninth International Conference on Mobile Computing and Ubiquitous Networking (ICMU), pp. 1–7, 2016. doi: 10.1109/ICMU.2016.7742088.Google Scholar
- 25.Madeira, R.N., Correia, N., Dias, A.C., Guerra, M., Postolache, O., and Postolache, G., Designing personalized therapeutic serious games for a pervasive assistive environment. In: Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, IEEE Computer Society, Washington, DC, USA, SEGAH ’11, pp. 1–10, 2011Google Scholar
- 30.Ng, R., and Lindgren, R., Examining the effects of avatar customization and narrative on engagement and learning in video games. In: 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational Serious Games (CGAMES), 2013, pp. 87–90, 2013. doi: 10.1109/CGames.2013.6632611.Google Scholar
- 32.Petersen, K., Feldt, R., Mujtaba, S., and Mattsson, M., Systematic mapping studies in software engineering. In: Proceedings of the 12th International Conference on Evaluation and Assessment in Software Engineering, British Computer Society, Swinton, UK, UK, EASE’08, pp. 68–77, 2008.Google Scholar
- 33.Qi, J., Chen, L., Leister, W., and Yang, S., Towards knowledge driven decision support for personalized home-based self-management of chronic diseases. In: 2015 IEEE 12Th Intl Conf on Ubiquitous Intelligence and Computing and 2015 IEEE 12th Intl Conf on Autonomic and Trusted Computing and 2015 IEEE 15th Intl Conf on Scalable Computing and Communications and its Associated Workshops (UIC-ATC-ScalCom), pp. 1724–1729, 2015. doi: 10.1109/UIC-ATC-ScalCom-CBDCom-IoP.2015.313.
- 36.Schickler, M., Pryss, R., Reichert, M., Schobel, J., Langguth, B., and Schlee, W., Using mobile serious games in the context of chronic disorders: a mobile game concept for the treatment of tinnitus. In: 2016 IEEE 29th International Symposium on Computer-Based Medical Systems (CBMS), pp. 343–348, 2016. doi: 10.1109/CBMS.2016.9.CrossRefGoogle Scholar
- 38.Somyanonthanakul, R., and Plodgratoke, P., Tatf: test and treat follow-up system of hiv carriers in Thailand. In: 12th International Conference on Electrical Engineering/Electronics, Computer, Telecommunications and Information Technology (ECTI-CON), 2015, pp. 1–4, 2015. doi: 10.1109/ECTICon.2015.7207121.Google Scholar
- 39.de Sousa Borges, S., Durelli, V.H.S., Reis, H.M., and Isotani, S., A systematic mapping on gamification applied to education. In: Proceedings of the 29th Annual ACM Symposium on Applied Computing, ACM, New York, NY, USA, SAC ’14, pp. 216–222, 2014. doi: 10.1145/2554850.2554956.
- 40.Stach, C., and Schlindwein, L.F.M., Candy castle; a prototype for pervasive health games. In: 2012 IEEE International Conference on Pervasive Computing and Communications Workshops, pp. 501–503, 2012. doi: 10.1109/PerComW.2012.6197547.
- 42.Strulik, H., A mass phenomenon: the social evolution of obesity. J. Health Econ. 33:113–125. doi: 10.1016/j.jhealeco.2013.10.007, 2014. http://www.sciencedirect.com/science/article/pii/S0167629613001392.CrossRefPubMedGoogle Scholar
- 44.Team, C.C.: Obesity is now considered a disease. https://health.clevelandclinic.org/2013/06/obesity-is-now-considered-a-disease/ 2013.
- 46.World Health Organization: Innovative care for chronic conditions. http://www.who.int/chp/knowledge/publications/icccglobalreport.pdf 2002.