Impact of Gaming (Gamification) on Diabetes Self-Care Behaviors and Glycemic Outcomes Among Adults With Type 2 Diabetes

被引:2
作者
Brady, Veronica Joyce [1 ,3 ]
Joseph, Nitha Mathew [2 ]
Ju, Hsiao-Hui [2 ]
机构
[1] Univ Texas Hlth Sci Ctr Houston, Cizik Sch Nursing, Dept Res, Houston, TX USA
[2] Univ Texas Hlth Sci Ctr Houston, Cizik Sch Nursing, Dept Undergraduate Studies, Houston, TX USA
[3] Univ Texas Hlth Sci Ctr Houston, Cizik Sch Nursing, 6901 Bertner Ave,Suite 567E, Houston, TX 77030 USA
来源
SCIENCE OF DIABETES SELF-MANAGEMENT AND CARE | 2023年 / 49卷 / 06期
关键词
SERIOUS GAMES; PEOPLE;
D O I
10.1177/26350106231208153
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Purpose: The purpose of this systematic review was to determine if the use of gaming (gamification) among persons with type 2 diabetes improves diabetes self-management behaviors and diabetes outcomes. Methods: A systematic review was conducted using electronic databases including MEDLINE, Embase, Web of Science, and CINAHL. Studies reporting on the impact of gaming on at least 1 of the Association of Diabetes Care and Education Specialists self-care behaviors (ADCES7) were included. Results: The review included 9 studies, 8 of which were of strong/high quality. Five of the self-care behaviors were addressed in at least 1 of the included studies. However, taking medications and problem solving were not reported in any of the studies. Physical activity and self-efficacy or quality of life (healthy coping) were the most frequently reported ADCES7 behaviors. Six of the studies used A1C as an outcome measure, with a reduction reported in all the studies except 1. Conclusion: Type 2 diabetes affects a person holistically, necessitating a range of self-care behaviors to effectively manage the chronic condition. Novel gaming interventions may improve coping mechanisms, lifestyle behaviors, medication engagement, and monitoring of risks and problems, all of which are essential in facilitating optimal diabetes self-management.
引用
收藏
页码:493 / 511
页数:19
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