Uso de la gamificación en el contexto de la salud panameña
DOI:
https://doi.org/10.30827/retosxxi.4.2020.24242Keywords:
Mobile applications, diabetes, gamificationAbstract
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
Downloads
Published
Versions
- 2020-07-07 (2)
- 2020-08-10 (1)
How to Cite
Issue
Section
License
Copyright (c) 2020 Denis Cedeño

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.