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The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence.
Theng, Yin-Leng; Lee, Jason W Y; Patinadan, Paul V; Foo, Schubert S B.
Affiliation
  • Theng YL; 1 Wee Kim Wee School of Communication and Information, Nanyang Technological University , Singapore .
  • Lee JW; 2 Centre of Social Media Innovations for Communities, Nanyang Technological University , Singapore .
  • Patinadan PV; 2 Centre of Social Media Innovations for Communities, Nanyang Technological University , Singapore .
  • Foo SS; 2 Centre of Social Media Innovations for Communities, Nanyang Technological University , Singapore .
Games Health J ; 4(5): 352-61, 2015 Oct.
Article in En | MEDLINE | ID: mdl-26287926

Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: Self Care / Health Behavior / Video Games / Diabetes Mellitus / Mobile Applications / Health Promotion / Motivation Type of study: Prognostic_studies / Systematic_reviews Limits: Adolescent / Adult / Aged / Aged80 / Child / Child, preschool / Female / Humans / Male / Middle aged Language: En Journal: Games Health J Year: 2015 Document type: Article Affiliation country: Singapore Country of publication: United States

Full text: 1 Collection: 01-internacional Database: MEDLINE Main subject: Self Care / Health Behavior / Video Games / Diabetes Mellitus / Mobile Applications / Health Promotion / Motivation Type of study: Prognostic_studies / Systematic_reviews Limits: Adolescent / Adult / Aged / Aged80 / Child / Child, preschool / Female / Humans / Male / Middle aged Language: En Journal: Games Health J Year: 2015 Document type: Article Affiliation country: Singapore Country of publication: United States