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Our health app is available for several conditions, including cancer, diabetes, asthma, weight problems and children undergoing surgery. Last year, we had a valuable chance to involve childhood cancer patients in the design of Triumf game. We were able to demonstrate promising results amongst these patients. This time, our goal was to understand how our solution was perceived by diabetic patients, too. As such, in May we met with four charming testers from Estonian Society for Pediatric and Adolescent Diabetes (ELDÜ). The youngest partner was 9 years old, the oldest 12 years and their time from diagnosis varied from 3 to 10 years. The aim of the meeting was to have a joint testing session (although some also had a chance to test at home) to explore around in the game and give feedback on the experience.
Diabetic patients spend up to 40% of the day with excessively high blood sugar levels, which can damage blood vessels and lead to long-term health consequences (Van Dijk et al., 2013). Medication to maintain diabetes is effective to a certain degree, however, studies show that patients still spend up to seven hours per day with abnormally high glucose levels even when drugs are administered (Van Dijk et al., 2013). Clearly, further interventions are needed to minimise the negative effects of diabetes.
Triumf Health offers a personalised approach to improve treatment outcomes and empower ill children to live healthier lives by delivering digital therapeutics through a mobile game. But what are digital therapeutics, and importantly, what value do they bring for the patient and the medical team?
In order to help chronically ill children, we need to focus on many aspects. First and most importantly - their mental health - how they are coping, what are their strengths and difficulties. How we can support their strengths and help with their difficulties. But if they already have the disease then we need to monitor how their treatment is followed, we need to give information on their condition, their health and wellbeing, we need to support their general health behaviors so they could live healthier lives and at the same time empower and give a sense of success. These components that are necessary to induce behavioral change work only when these are delivered in a way that kids love. And don’t they enjoy playing games? In our mobile health game kids need to save the Triumfland city from the Disease Monster but how did we come up with that? How did we know about the needs of the users?