Serious digital games for diabetes Mellitus: A scoping review of its current State, Accessibility, and functionality for patients and healthcare providers

被引:1
作者
Reinders, Edouard F. H. [1 ,2 ,3 ]
de Vries, Ryan [3 ]
van Poppel, Pleun C. M. Wouters [1 ]
Van Riel, Natal A. W. [3 ]
Haak, Harm R. [1 ,2 ,4 ]
机构
[1] Maxima MC, Dept Internal Med, Eindhoven Veldhoven, Netherlands
[2] Maastricht Univ, CAPHRI Sch Publ Hlth & Primary Care, Ageing & Long Term Care, Maastricht, Netherlands
[3] Eindhoven Univ Technol, Dept Biomed Engn, Eindhoven, Netherlands
[4] Maastricht Univ Med Ctr, Dept Internal Med, Div Gen Internal Med, Maastricht, Netherlands
关键词
Diabetes; Digital game; Gamification; Serious game; Digital health; Public health; SELF-MANAGEMENT EDUCATION; VIDEO GAME; CHILDREN; GAMIFICATION; PREVALENCE; KNOWLEDGE; PLAY;
D O I
10.1016/j.diabres.2024.111833
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
The global rise in diabetes prevalence poses a significant challenge to healthcare providers, stimulating interest in digital interventions such as educational games. However, the impact and availability of research-developed diabetes games remain uncertain. This scoping review aimed to provide a comprehensive overview of serious games for diabetes, encompassing their availability, characteristics and health effects. Through an electronic search in multiple databases, a total of 21 articles addressing 23 games were included in the literature review. The majority of these games were inaccessible outside of research settings, despite demonstrating positive effects on various aspects of diabetes management, including knowledge, physical activity, self-management, mental well-being, and HbA1c levels. Most games were designed for mobile phones, targeting both children and adults. A subsequent app store search revealed 13 additional diabetes games, however nearly none (7.7%) of these underwent research scrutiny, leaving their expected effects uncertain. The disparity between evidence-based games and those available in app stores underscores the need for bridging this gap to ensure the availability of effective digital games for diabetes management worldwide.
引用
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页数:11
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