Uso de la gamificación en el contexto de la salud panameña

Diabetes is a silent disease; it is the fifth leading cause of death in Panama. Using software technologies applied to areas such as health is increasing every day. The development of new technologies that involve smartphones and sensors is making self-care of health possible, and with the use of ga...

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Bibliographische Detailangaben
1. Verfasser: Cedeño, Denis (author)
Format: article
Sprache:Spanisch
Veröffentlicht: 2020
Online-Zugang:https://revistas.utp.ac.pa/index.php/retoxxi/article/view/2844
https://ridda2.utp.ac.pa/handle/123456789/12698
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Zusammenfassung:Diabetes is a silent disease; it is the fifth leading cause of death in Panama. Using software technologies applied to areas such as health is increasing every day. The development of new technologies that involve smartphones and sensors is making self-care of health possible, and with the use of gamification strategies, patients can have a greater interest in their self-care. Therefore, this research aims to propose a mobile application for diabetes self-care that contains gamification strategies