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Serious games for the empowerment of young diabetics: the case of “Tako Dojo”


Abstract


This paper examines whether and how serious games for health can support patient empowerment and healthcare behaviors. This study examines the case of diabetes and tests the following hypotheses: 1) playing serious games increases the empowerment of diabetics; 2) this empowerment positively influences therapeutic adherence; 3) playing serious games can positively influence the health behaviors of diabetics. To test our hypotheses, a group of young diabetics from Puglia in Italy (N = 124; Mage = 14 years old, SD = 2.14) played a serious game dedicated to diabetes management that was developed in the Tako Dojo project. Following gameplay, the participants filled in a questionnaire on user experience, diabetes empowerment, therapeutic adherence and socio-demographics. The collected data were subjected to correlation and multiple regression analysis. The results confirmed our hypotheses and open the way for a reappraisal of the role of serious games in enhancing the self-management of healthcare behaviors.


Keywords

Educational Technology; eHealth education; Serious game; Health; Diabetes; Patient Empowerment; Healthcare behaviors; Technology Enhanced Learning (TEL)

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DOI: http://dx.doi.org/10.17471/2499-4324/874

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Copyright (c) 2016 Gianvito D'Aprile, Antonio Ulloa Severino

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Italian Journal of Educational Technology (IJET) | ISSN (print) 2532-4632 | ISSN (online) 2532-7720