Effective Intervention or Child's Play? A Review of Video Games for Diabetes Education

被引:65
作者
DeShazo, Jonathan [1 ]
Harris, Lynne [2 ]
Pratt, Wanda [3 ]
机构
[1] Virginia Commonwealth Univ, Dept Hlth Adm, Sch Allied Hlth Profess, Richmond, VA 23298 USA
[2] Univ Washington, Sch Publ Hlth, Seattle, WA 98195 USA
[3] Univ Washington, Informat Sch, Seattle, WA 98195 USA
关键词
SELF-MANAGEMENT EDUCATION; HEALTH-PROMOTION; KNOWLEDGE; CARE;
D O I
10.1089/dia.2010.0030
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Background: The purpose of this study is (1) to identify diabetes education video games and pilot studies in the literature, (2) to review themes in diabetes video game design and evaluation, and (3) to evaluate the potential role of educational video games in diabetes self-management education. Methods: Studies were systematically identified for inclusion from Medline, Web of Science, CINAHL, EMBASE, Psychinfo, IEEE Xplore, and ACM Digital Library. Features of each video game intervention were reviewed and coded based on an existing taxonomy of diabetes interventions framework. Results: Nine studies featuring 11 video games for diabetes care were identified. Video games for diabetes have typically targeted children with type 1 diabetes mellitus and used situation problem-solving methods to teach diet, exercise, self-monitored blood glucose, and medication adherence. Evaluations have shown positive outcomes in knowledge, disease management adherence, and clinical outcomes. Conclusions: Video games for diabetes education show potential as effective educational interventions. Yet we found that improvements are needed in expanding the target audience, tailoring the intervention, and using theoretical frameworks. In the future, the reach and effectiveness of educational video games for diabetes education could be improved by expanding the target audience beyond juvenile type 1 diabetes mellitus, the use of tailoring, and increased use of theoretical frameworks.
引用
收藏
页码:815 / 822
页数:8
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