• Title/Summary/Keyword: Roly Poly 160

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The Study of Utilty to 'Rolly Poly 160', Type II diabetes self-management Serious Game, Using Satisfaction Analysis (제2형 당뇨 식이 기능성 게임 '롤리폴리 160'의 효용성 및 만족도 조사 연구)

  • Ahn, Tae-Hong;Yu, Mi-Sun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.107-116
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    • 2019
  • A diabetes self-management serious game, 'Roly Poly 160' is developed for Type II diabetes patients to decrease their blood Sugar level. For verifying the effectiveness of 'Roly Poly 160', we examined the satisfaction survey. Data were collected from the diabetes patients and public those who have used 'Roly Poly 160' through D Community health center and S Community health center in Gwangju, from November, 27, 2018 to December, 4, 2018. 67 people returned the survey through the 'Roly Poly 160' APP. The overall average satisfaction level was 3.7 out of 5.

A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

A Follow-up Study of the Effects of Mobile Serious Game Application on Diabetes (모바일 기능성 게임 앱이 당뇨환자에게 미치는 효과에 대한 추적 조사 연구)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.43-52
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    • 2018
  • This study was developed as a mobile serious game app (Roly Poly 160 App) based on a prototype model and then used in a public health center for diabetes patients. The mobile serious game application upgraded the mobile version of Roly Poly 160, which is a content for diabetes self-management of the existing PC version, by requesting to charge service of G city. The study period was from February 19, 2018 to May 11, 2018, and users were allowed to access the Roly Poly 160 app at least once a day for a total of 8 to 12 weeks after the preliminary investigation. As a result, HbA1C was significantly decreased(p=0.04), and diabetic knowledge was significantly higher than that before the follow-up(p=0.01). After applying Roly Poly 160 App, Satisfaction score was 3.74 out of 5 points

A Study on the Learning Effect of Serious Game for Diet education in Type II Diabetes (제2형 당뇨환자 식이교육 기능성 게임의 학습효과)

  • Kim, Yu-Jeong;Ahn, Tae-Hong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.121-130
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    • 2016
  • The purpose of this study was to develop the customized diet education game (Roly-Poly 160) for type II diabetes and to test its effectiveness. The diet education game for type II diabetic is composed of three kinds of modules as Meal self-management, Card Game, and Quiz Game. Meal self-management was developed to manage the dietary information of each day and to observe changes in the 12-month period. Card game is to find a changed card based on the recommended meal menu during a limited time and Quiz game is to learn knowledge while solving the quizzes about diet. Data was collected from September 28th to October 28th, 2016 at C hospital and G hospital in G district, and 5 times for 1 hour for every 30 people with type II diabetes who applied for diabetic diet education. Knowledge of diabetes and 2 hour postprandial blood glucose were measured repeatedly before and after the experiment. After the Roly-Poly 160 experiment, the knowledge of type II diabetes was statistically significantly increased (p = 0.04), and the fasting blood glucose and the 2 hour postprandial blood glucose decreased statistically decreased (p <.05) and Roly-Poly 160 game clinical efficacy was verified.

Effect of a Mobile Application Incorporating a Serious Game on the Self-care Behavior of Patient with Diabetes (기능성 게임을 접목한 모바일 헬스케어 앱이 당뇨환자의 자가간호수행에 미치는 효과)

  • Kim, Yu-Jeong;Wie, Seoung-Uk
    • Journal of Industrial Convergence
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    • v.20 no.3
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    • pp.63-71
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    • 2022
  • This study attempted to investigate the effect of 'RolyPoly 160' on the self-care of diabetes in the community. The experimental group was 60 diabetes living in estern region, G-Metropolitan City, and 'RolyPoly 160' was used more than 5 times a week within 5-10 minutes for 12 weeks. The control group was a resident in the western region, and once received a group lecture in the beginning of the experiment, The study period was from July 1 to September 20, 2019. Self-care tests were conducted before and after the study. The collected data was analyzed with frequency analysis, descriptive statistics, independent sample t-test and cross-tabulation analysis. In the experimental group, drug therapy, foot care, exercise therapy, and diet self-care were statistically significantly increased than before the experiment. Therefore 'RolyPoly 160' can be used as a nursing intervention program to help diabetic patients perform self-care in the future.

The Effect of Game-based Serious Contents on Self-Efficacy and Cognitive Function in Elderly Diabetic Patients (게임을 활용한 기능성 콘텐츠가 노인 당뇨환자의 자기효능감, 인지기능에 미치는 영향)

  • Ahn, Tae-Hong;Kim, Yu-Jeong;Wie, Seoung Uk
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.149-160
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    • 2017
  • In 2016, we developed serious content for diabetes (Roly Poly 160) for diabetes, and then revised and supplemented them to serious game contents for self-care throughout diabetes, reflecting the needs of diabetes and health educators. We investigated the clinical efficacy. This study was one-group pretest-posttest design, 49 people with diabetes who were admitted to a hospital in the G region were given self-management training through 'Roly Poly 160' for 5 days, from February 27 to April 21, 2017, once a day. As a result of the study, the fasting blood glucose level and the postprandial blood glucose level of the subjects were significantly decreased (p<.000), and the self-efficacy and cognitive function were significantly increased (p<.000).