Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes

旨在促进1型糖尿病青少年自我管理的严肃电子游戏设计概念模型

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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.

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