Improve Self-management and Research Data Collection
The corner stone of this project is an interactive digital e-health game prototype to improve self-management knowledge and behaviors among individuals living with diabetes. This game will also serve to help researchers understand the effectiveness of gamification on health care. The game prototype serves as an educational tool and provides a mechanism to change individual habits.
A specific example: players earn coins in the game whenever they submit their blood sugar or blood pressure measures. Coins can then be used to buy water and fertilizer to care for the player’s garden in the game. The goal is to motivate continued disease self-management activities. There will be two culturally tailored versions of the game, one customized for Latinos and the other for Korean-Americans.