Projects per year
Description
The serious digital game, SugarVita, is a collaborative effort between the Máxima Medical Centre (MMC) and Eindhoven University of Technology (TUe), intending to enhance self-management for individuals with diabetes. As a mobile application available on smartphones and tablets, SugarVita emerged from cooperative design sessions involving patients diagnosed with diabetes. The average age of type 2 diabetes patients in the Netherlands exceeds 50 years. Following extensive discussions with these patients, the decision was made to model SugarVita after a digital board game, reminiscent of the classic board game 'ganzenbord' (Game of the Goose). In SugarVita, players experience a day in the life of an individual with diabetes, making choices regarding dietary habits, physical activity, and medication intake. Throughout this simulated day, the blood glucose level serves as a central theme. Players earn points by effectively managing their blood glucose levels. SugarVita can be played together with relatives or friends. The game aims to give people with diabetes more control over their chronic condition. Self-care is now seen as the primary approach to diabetes, which is a complex multi-faceted task where training and education are crucial. Importantly, SugarVita recognizes that a conventional 'dry' explanation may not resonate with everyone.
Date made available | 30 Apr 2024 |
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Publisher | Eindhoven University of Technology |
Temporal coverage | Jun 2024 - Oct 2024 |
Date of data production | Jun 2024 - Oct 2024 |
Geographical coverage | Netherlands |
Projects
- 1 Active
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DiaGame: DiaGame: Serious and personalized game for self-management of diabetes
van Riel, N. A. W. (Project Manager), Van Gorp, P. (Project communication officer), de Vries, R. (Project member) & Ferreira de Carvalho, D. (Project communication officer)
1/01/19 → 31/12/25
Project: Second tier