Search the World's Largest Database of Information Science & Technology Terms & Definitions
InfInfoScipedia LogoScipedia
A Free Service of IGI Global Publishing House
Below please find a list of definitions for the term that
you selected from multiple scholarly research resources.

What is HbA1c

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
Refers to glycated hemoglobin, which identifies the average plasma glucose concentration. When the body processes sugar, glucose in the bloodstream naturally attaches to hemoglobin. The amount of glucose that combines with this protein is directly proportional to the total amount of sugar in the blood at that time. Because red blood cells in the human body survive for 8 to 12 weeks before renewal, measuring HbA1c can be used to reflect average blood glucose levels over that duration, providing a useful longer-term gauge of blood glucose control. If one’s blood sugar levels have been high in recent weeks, the HbA1c will also be greater. Target HbA1c levels for a) people without diabetes are 4%–5.9%; b) people with diabetes are 6.5%; c) people with diabetes with a higher risk of hypoglycemia are 7.5% or higher. HbA1c levels between 5.7% and 6.4% indicate an increased risk of diabetes (pre-diabetes).
Published in Chapter:
Review of Serious Games for People with Diabetes
Alexandra Makhlysheva (University Hospital of North Norway, Norway), Eirik Årsand (University Hospital of North Norway, Norway), and Gunnar Hartvigsen (The Arctic University of Norway, Norway)
DOI: 10.4018/978-1-4666-9522-1.ch019
Abstract
This chapter aims to illuminate the current state of the field of diabetes-related serious games. First, it describes the problems and difficulties for young people with type 1 diabetes associated with their adherence to treatment regimens. The chapter also discusses various tendencies in the field of diabetes-related games that follow the findings of the systematic reviews performed between 2012 and 2014. Based on the reviews, significant gameplay features of games for health are identified. Further, it presents an example of a smartphone-based serious game developed for children with type 1 diabetes. Finally, this chapter discusses the distribution channel and platforms for serious games and improvements for the status of the field of games for health.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
Gamification and Health in a Holistic Perspective
Amount of blood sugar (glucose) bound to hemoglobin in the blood.
Full Text Chapter Download: US $37.50 Add to Cart
eContent Pro Discount Banner
InfoSci OnDemandECP Editorial ServicesAGOSR