Experience with a team-based gamification health app for behavior change adapted to people with diabetes: A pilot study

BackgroundHealth apps offer promising support for people with diabetes; however, the retention rates are low. Team-based apps and gamification can increase engagement and contribute to sustained use.ObjectiveThis pilot study explored how a team-based gamification app can support diabetes self-care.MethodsIndividuals with diabetes were introduced to a team-based gamification app that encourages the development of new habits. After 6 weeks of use, participants completed a questionnaire on system satisfaction, ease of use, enjoyment, usefulness for self-care, and burden, using a five-point scale. Qualitative data were also collected.ResultsOf the 32 participants, 65% were satisfied, 81% found it useful for lifestyle management, and 71% found it useful for exercise. The team system and challenge-tracking features were the most useful. Participants stated that the app provided emotional support and motivated healthy habits through social comparison; however, they also reported confusion in aligning team and individual needs<i>.</i>ConclusionsThe team-based gamification health app provided emotional support by team members who shared the same goals and motivated healthy lifestyle habits through social comparison.

Authors

Institutions

Publication Details

Journal
Technology and Health Care
Published
2025-04-30
DOI
https://doi.org/10.1177/09287329251332454
Citations
3
Primary Topic
Mobile Health and mHealth Applications
Type
article
Field-Weighted Citation Impact
8.45
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Experience with a team-based gamification health app for behavior change adapted to people with diabetes: A pilot study

Satoshi Inagaki, Kenji Kato, Michinori Takabe, Kozue Abe et al.
3 citations
Technology and Health Care
Mobile Health and mHealth Applications
8.45
article

Experience with a team-based gamification health app for behavior change adapted to people with diabetes: A pilot study

Satoshi Inagaki, Kenji Kato, Michinori Takabe, Kozue Abe, Hisafumi Yasuda, Tomokazu Matsuda, Yasuhisa Abe, Shogo Kurebayashi, Masatomo Mihara, Daisuke Azuma
article en
3 citations

Abstract

BackgroundHealth apps offer promising support for people with diabetes; however, the retention rates are low. Team-based apps and gamification can increase engagement and contribute to sustained use.ObjectiveThis pilot study explored how a team-based gamification app can support diabetes self-care.MethodsIndividuals with diabetes were introduced to a team-based gamification app that encourages the development of new habits. After 6 weeks of use, participants completed a questionnaire on system satisfaction, ease of use, enjoyment, usefulness for self-care, and burden, using a five-point scale. Qualitative data were also collected.ResultsOf the 32 participants, 65% were satisfied, 81% found it useful for lifestyle management, and 71% found it useful for exercise. The team system and challenge-tracking features were the most useful. Participants stated that the app provided emotional support and motivated healthy habits through social comparison; however, they also reported confusion in aligning team and individual needs<i>.</i>ConclusionsThe team-based gamification health app provided emotional support by team members who shared the same goals and motivated healthy lifestyle habits through social comparison.

Technology and Health CareVol. 33(5)
Hyogo University of Health Sciences (JP), Kobe City College of Nursing (JP), Kobe Women's University (JP), Nagoya City University (JP), Kobe University (JP)
Openalex Percentile: Top 3%
Mobile Health and mHealth Applications
8.45
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.

Experience with a team-based gamification health app for behavior change adapted to people with diabetes: A pilot study — Satoshi Inagaki, Kenji Kato, et al. · Technology and Health Care (2025) | TGRS Research Map | TGRS