%0 Journal Article %@ 2371-4379 %I JMIR Publications %V 2 %N 2 %P e17 %T The Value of Children's Voices for a Video Game Development in the Context of Type 1 Diabetes: Focus Group Study %A Sparapani,Valéria de Cássia %A Fels,Sidney %A Nascimento,Lucila Castanheira %+ Ribeirao Preto College of Nursing, World Health Organization Collaborating Centre for Nursing Research Development, Department of Maternal-Infant and Public Health Nursing, University of São Paulo, Avenida Bandeirantes, 3900, Ribeirão Preto,, Brazil, 55 16 3315 3435, valsparapani@hotmail.com %K type 1 diabetes mellitus %K video games %K qualitative research %K pediatric nursing %K serious games %K self-management %D 2017 %7 19.07.2017 %9 Original Paper %J JMIR Diabetes %G English %X Background: Children with type 1 diabetes mellitus (T1DM) face daily challenges performing self-care tasks, controlling symptoms, and dealing with psychosocial issues. The use of video games to improve health is a successful support for persons with chronic diseases, promoting adequate self-management through simulations of real life. Involving future users in the development of games is essential to generating innovative, creative, and effective programs. Objective: Our goal is to identify what children with T1DM need to know about their disease and their self-care tasks as well as their preferences in video games. Methods: Children with T1DM provided input about their learning needs, self-care tasks, and preferences in video games. Three categories were identified through qualitative content analysis: dealing with emotions and knowledge, practical skills and awareness, and game preferences. Results: Children expressed concerns about the difficulties of self-care, lack of knowledge about diabetes, and lack of awareness about the consequences of behaviors related to self-care, which contribute to inappropriate behaviors and significantly impact self-management of their disease. They expressed enthusiasm for a video game for children with diabetes that considered their needs and preferences. Conclusions: Findings support the potential benefits when children’s input is considered in game design. Consideration of customer needs and preferences is a powerful resource in the development of video games with enhanced learning experience. %M 30291061 %R 10.2196/diabetes.7652 %U http://diabetes.jmir.org/2017/2/e17/ %U https://doi.org/10.2196/diabetes.7652 %U http://www.ncbi.nlm.nih.gov/pubmed/30291061