Developing a Mobile-based Educational Game to Enhance Dietary Habits for Type 2 Diabetes Patients through Artificial Intelligence Algorithms

This study aimed to design a mobile digital game to assist individuals with type 2 diabetes in better understanding food calories and the glycemic index, ultimately enhancing their management of the condition. The game was developed using fuzzy logic and initially tested in MATLAB 2018 before being converted to C# in Visual Studio and implemented in Unity. To develop the game, food calorie and glycemic index values were integrated into a fuzzy input system, utilizing a triangular membership function. The fuzzy output was translated into a numerical value through the centroid defuzzifier, employing the Mamdani fuzzy inference engine for determination. The outcome of this study was the development of a mobile game named "Diabetic Amoo," specifically designed for diabetic patients. Players advance through the first episode by correctly selecting appropriate food items, while the second stage focuses on educating them about low-sugar and low-calorie foods. Players receive ratings for their choices that range from "very bad" to "very good," with the goal of achieving a "very good" rating. By emphasizing patient education, such games can enhance motivation for self-care and improve adherence to diabetes diets and other health conditions.

Institutions

Publication Details

Journal
The Journal of Telemedicine
Published
2024-12-30
DOI
https://doi.org/10.32592/tjt.2024.1.4.11
Primary Topic
Education and Learning Interventions
Type
article
Field-Weighted Citation Impact
0.00

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Developing a Mobile-based Educational Game to Enhance Dietary Habits for Type 2 Diabetes Patients through Artificial Intelligence Algorithms

The Journal of Telemedicine
Education and Learning Interventions
article

Developing a Mobile-based Educational Game to Enhance Dietary Habits for Type 2 Diabetes Patients through Artificial Intelligence Algorithms

article en

Abstract

This study aimed to design a mobile digital game to assist individuals with type 2 diabetes in better understanding food calories and the glycemic index, ultimately enhancing their management of the condition. The game was developed using fuzzy logic and initially tested in MATLAB 2018 before being converted to C# in Visual Studio and implemented in Unity. To develop the game, food calorie and glycemic index values were integrated into a fuzzy input system, utilizing a triangular membership function. The fuzzy output was translated into a numerical value through the centroid defuzzifier, employing the Mamdani fuzzy inference engine for determination. The outcome of this study was the development of a mobile game named "Diabetic Amoo," specifically designed for diabetic patients. Players advance through the first episode by correctly selecting appropriate food items, while the second stage focuses on educating them about low-sugar and low-calorie foods. Players receive ratings for their choices that range from "very bad" to "very good," with the goal of achieving a "very good" rating. By emphasizing patient education, such games can enhance motivation for self-care and improve adherence to diabetes diets and other health conditions.

The Journal of Telemedicine
Ahvaz Jundishapur University of Medical Sciences (IR)
Ahvaz Jundishapur University of Medical Sciences
Openalex Percentile: Top 53%
Education and Learning Interventions
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.