Show Summary Details
- Title Pages
- Introduction
-
1 The Informatics of Diabetes: A Research Agenda for the Socially and Institutionally Sensitive Use of Information Technology to Improve Health Care -
II Moving Diabetes Care Outside the Doctor’s Office: Experiments in Ubiquitous Computing -
2 Understanding the Potential of Ubiquitous Computing for Chronic Disease Management -
3 An Iterative Discovery Approach in Designing Ubicomp Technologies That Assist Individuals in Managing Diabetes -
III Uses of Educational Gaming in Diabetes Treatment -
4 Diabetes and Obesity: Can Videogames Help? -
5 Diabetes Education and Serious Gaming: Teaching Adolescents to Cope with Diabetes -
IV Other Technological Explorations in Diabetes Care -
6 Relational Agents for Chronic Disease Self-Management -
7 Designing Information to Facilitate Chronic Disease Management: Clinician–Patient Interactions in Diabetes Care -
V Changing the Equation: Patient Access to Information -
8 Information and Communication Technologies for Diabetes Self-Management and Education: User-Centered Perspectives -
9 Mother, My Medical Record: What Role Do Patients with Chronic Conditions and Parents Play in the Management of Their Medical Information? -
VI Methodological and Theoretical Considerations -
10 Using Behavior Change Theory to Understand and Guide Technological Interventions -
11 Achieving Success in Research Collaborations in Health Informatics - About the Authors
- Index
(p.129) III Uses of Educational Gaming in Diabetes Treatment
(p.129) III Uses of Educational Gaming in Diabetes Treatment
- Source:
- Health Informatics
- Publisher:
- The MIT Press
DOI:10.7551/mitpress/9780262014328.011.0003
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- Title Pages
- Introduction
-
1 The Informatics of Diabetes: A Research Agenda for the Socially and Institutionally Sensitive Use of Information Technology to Improve Health Care -
II Moving Diabetes Care Outside the Doctor’s Office: Experiments in Ubiquitous Computing -
2 Understanding the Potential of Ubiquitous Computing for Chronic Disease Management -
3 An Iterative Discovery Approach in Designing Ubicomp Technologies That Assist Individuals in Managing Diabetes -
III Uses of Educational Gaming in Diabetes Treatment -
4 Diabetes and Obesity: Can Videogames Help? -
5 Diabetes Education and Serious Gaming: Teaching Adolescents to Cope with Diabetes -
IV Other Technological Explorations in Diabetes Care -
6 Relational Agents for Chronic Disease Self-Management -
7 Designing Information to Facilitate Chronic Disease Management: Clinician–Patient Interactions in Diabetes Care -
V Changing the Equation: Patient Access to Information -
8 Information and Communication Technologies for Diabetes Self-Management and Education: User-Centered Perspectives -
9 Mother, My Medical Record: What Role Do Patients with Chronic Conditions and Parents Play in the Management of Their Medical Information? -
VI Methodological and Theoretical Considerations -
10 Using Behavior Change Theory to Understand and Guide Technological Interventions -
11 Achieving Success in Research Collaborations in Health Informatics - About the Authors
- Index