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Gaming applications, Mobile based, Patient education, Patients with diabetes mellitus



  1. Kho, Siok Ee Sharon BHSc, BScN
  2. Lim, Siew Geok MAIDT, RN
  3. Hoi, Wai Han MBBS, MRCP (UK) MMed
  4. Ng, Poh Leng BHSc, RN
  5. Tan, Lucy BSc, RN
  6. Kowitlawakul, Yanika PhD, RN


The prevalence of patients with diabetes mellitus has increased in recent years. This has resulted in increased demand for face-to-face diabetes education by diabetes nurse clinicians. The use of mobile-health technologies in diabetes education is an innovative way of learning and has the potential to engage patients and influence positive health behaviors, including meeting desired goals and diabetes-related outcomes. The aim of the study was to develop and test the usability and feasibility of an empirical diabetes application for patients with type 2 diabetes mellitus. The mobile-based, gamified Diabetes Application was developed based on a full systems development life-cycle framework. Eight patients with poorly controlled type 2 diabetes mellitus completed a pilot study that consisted of a postapplication survey to assess the usability and feasibility of the diabetes application. The findings affirmed the usefulness and feasibility of the diabetes application for patients with diabetes mellitus. It increased awareness, enriched knowledge, promoted user engagement, motivated positive behaviors, and affirmed patient belief in diabetes self-management. This article discusses the development and evaluation of the diabetes application, including modifications made based on the results of the pilot study.