Video Games and Diabetes: Promoting Diabetes Awareness and Management in Appalachia through a Video Game.
1. Video Games and Diabetes
Promoting Diabetes Awareness
and Management in Appalachia
through a Video Game.
2. The Challenge
Appalachia
• 23 million population
• 42% rural versus 20% nationally
• 1.2% higher than national poverty rate
• 9.4% of West Virginia diagnosed with
Diabetes type II
• Lack of Diabetes Education
3. The Goal
The videogame had to:
• Appeal to all members of the family
• Include both management and prevention
information
• Act as a part of a kit
• Be targeted at Appalachia
4. Research Questions
• How will Appalachian Culture inform
this project?
• How can we reach out to entire
families?
• What lessons can be learned from other
health games?
• What can be learned from other health
communication strategies?
5. The Appalachian Region
• The importance of family
• A history of health problems
• Tradition and communication
• Isolation
6. Diabetes Type II
• Prevention and Management
• Diabetes and the family
• Morale
• Food
7. Family Health Model
• Better health care through family
routine management
• Health as a fluid state
• Contextual, functional and structural
8. Mass Media Health
Communication Strategies
• Television
• Radio
• Internet
• Print
• Effective strategies
• Problems to overcome
10. Recommendations
• The county fair
• Diabetic player character avatar
• Mini-games and character interaction
• The game and the family
11. The County Fair
• Artifact of region
• Safe and timeless space
• Avenue for information
• Setting for diverse mini-games and
NPCs relevant to Appalachian Region
12. Diabetic Player Avatar
• Player experiences diabetic lifestyle
• Counters cultural feelings of shame
• Makes consequences of diabetes
management explicit, but safe
• Information delivered on level of
everyday lived experience
13. Mini-games and NPCs
• Diversity
• Interact with blood glucose
management
• Reward player to encourage replay
• Venues for information
14. The Game and the Family
• Player created family avatars
• Family interaction through mini-game
competition
• The family home as game space
• Family communication
15. Thank You
The Deepening Divide
Nathan Dutton, Howard Fisher, Todd Harper,
Shane Tilton, Seth Weinberg and Karen Riggs
Hinweis der Redaktion
We have received a challenge. How do we use video game technology to communicate diabetes prevention and management information to poor families in rural Appalachia?
This videogame will be part of a total health package that includes diabetes manuals for health professionals, videos of diabetes information, and many other resources.
To answer all of these questions, we designed a research question involving our medium and desired result. The research question is as follows: what about video games allows them to effectively and innovatively communicate health information in ways that other methods have not?