Publication | Closed Access
Educational video game for juvenile diabetes: results of a controlled trial
475
Citations
13
References
1997
Year
The study evaluated the Packy & Marlon® interactive video game as a tool to improve self‑care among children and adolescents with diabetes in a six‑month randomized controlled trial. Researchers randomized 59 children aged 8‑16 to receive the Packy & Marlon® game or a non‑diabetes entertainment game, provided each with a Super Nintendo® system, and collected baseline, 3‑month, and 6‑month data through interviews and parent questionnaires while the game required players to monitor glucose, administer insulin, choose foods, and rescue a camp from rats. The intervention increased self‑efficacy, parent communication, and self‑care behaviors, and lowered urgent doctor visits, but did not change diabetes knowledge or HbA1c levels. Future research should involve youth with poorer glycaemic control.
AbstractPacky & Marlon®, an interactive video game designed to improve self-care among children and adolescents with diabetes, was evaluated in a six-month randomized controlled trial. In the game, players take the role of animated characters who manage their diabetes by monitoring blood glucose, taking insulin injections, and choosing foods, while setting out to save a diabetes summer camp from marauding rats and mice who have stolen the diabetes supplies. Study participants were patients aged 8 to 16 from two separate diabetes clinics. Each participant received a Super Nintendo® video game system at an initial clinic visit and was randomly assigned to receive either Packy Sf Marlon (treatment group, N = 31) or an entertainment video game containing no diabetes-related content (control group, N = 28). Participants were interviewed and a parent filled out a questionnaire at baseline, three months, and six months. The findings in this study indicate that well-designed, educational video games can be effective interventions. There was improvement in the treatment group relative to the control group in terms of diabetes-related self-efficacy (p = 007), communication with parents about diabetes (p = 0025), and self-care behaviours (p = 0003), and a decrease in unscheduled urgent doctor visits (p = 0–08). There were no significant differences between the groups in knowledge about diabetes or in glycated haemoglobin (HbAlc) levels. Since participants in the study were in general well-controlled patients who were receiving excellent medical care, future research is contemplated involving youngsters who are not under good glycaemic control.Key Words: DiabetesBehaviourSelf-careSelf-efficacyPatient educationVideo gameSoftwareDisease managementChild healthPaediatrics
| Year | Citations | |
|---|---|---|
Page 1
Page 1