Date of Award
Open Access Master's Thesis
Master of Science in Medical Informatics (MS)
Administrative Home Department
School of Technology
Guy C. Hembroff
Committee Member 1
Committee Member 2
In 2014, diabetes was the seventh leading cause of death in the United States . According to the Centers for Disease Control and Prevention (CDC), one third of all adults in the United State are pre-diabetic. Pre-diabetes is a condition in which blood glucose (sugar) is higher than normal, but not yet high enough to be diabetic. Persons who have an increased risk of developing pre-diabetes are: those who are not physically active, have a family history of diabetes, are within a minority group, are overweight/obese, and other factors. From 1999 to 2008, the occurrence of adolescents ages 12 to 19 with pre-diabetes or diabetes increased from 9% to 23% . The purpose of this study is to determine whether deploying a gamified mobile application will help reduce adolescent’s risk of developing Type 2 diabetes, as well as increase the quality of user care.
Technology can greatly enhance a user’s ability to self-manage and lower their risk for pre-diabetes. Considering the varied uses of smartphones, it is not unusual for an application to be used to help pre-diabetics manage their health. Smartphone applications are currently being used to manage fitness, diet, glucose levels, water intake, blood pressure, heart rate, and weight. In a 2015 study conducted by the Pew Research Center, 88% of all American adolescent’s ages 13 to 17 have or have access to a mobile phone, with 73% owning a smartphone. This study also shows that 72% of all adolescents play video games and that 81% have or have access to a gaming console . This data shows the potential for mobile gamified applications in pre-diabetic user care.
McGowan, Obie, "The Impact of Gamified Mobile Applications for Disease Management: Case Study Pre-Diabetic Adolescents", Open Access Master's Thesis, Michigan Technological University, 2016.