DiaGame: Serious and personalized game for self-management of diabetes
Self-care is now seen as the primary approach to diabetes. However, this is a complex task, with many facets, in which training and education are crucial. However, not everyone has a dry explanation. Gamification has the great advantage that habits can change in a fun and attractive way.
In the DiaGame project a serious game (provisionally called SugarVita-P4) is being developed for the self-education of people with diabetes. The habits SugarVita-P4 aims to change have health effects that are scientifically and clinically substantiated. This approach to diabetes care is completely new. Our results also support potential serious games for other diseases. However, the main benefit is that the game allows diabetes patients to take control of their illness in a friendly and casual way.
In a previous project we developed the Eindhoven Diabetes Education Simulator (e-DES) and linked it to an educational digital game: SugarVita. The players of SugarVita 1.0 experience a day like they would experience in the real life of someone with diabetes. By living digitally (in the game) with diabetes, they learn to deal well with their disease. Through the application of data science methods we develop the simulator further to a fully personalized version.
SugarVita is also further developed so that it represents reality even better, with an availability of many foods and expansion with different types of physical activity. Emotional stress is also an important factor in diabetes and will be elaborated in the new game. In DiaGame we combine our knowledge and development of diabetes simulation (e-DES), data collection and processing from health apps (GameBus), and the usefulness (for the patient) design of games (SugarVita 1.0).
By combining these platforms we are able to create a unique personal serious game. The game reflects the real situation, because it is based on models of data collected during daily circumstances. These individually generated data (heterogeneous and possibly of low quality) are converted into information through a combination of data processing and AI (artificial intelligence). This information serves as input for personalizing the simulation model that is the engine of the game. The personalized models in combination with the individual data ensure that the game adequately represents reality for the player.
January 2020 with dr. van Riel
At the time of the interview the project had just started (October 2019) and is in the first phase. Van Riel and others where actively recruiting researchers.
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