Literature DB >> 21699639

Evaluation of a combined blood glucose monitoring and gaming system (Didget®) for motivation in children, adolescents, and young adults with type 1 diabetes.

Georgeanna J Klingensmith1, Javier Aisenberg, Francine Kaufman, Mary Halvorson, Eric Cruz, Mary Ellen Riordan, Chandrasekhar Varma, Scott Pardo, Maria T Viggiani, Jane F Wallace, Holly C Schachner, Timothy Bailey.   

Abstract

The purpose of this study was to assess the performance and acceptability of a blood glucose meter coupled with a gaming system for children, adolescents, and young adults with type 1 diabetes. During an in-clinic visit, duplicate blood samples were tested by subjects (N = 147; aged 5-24 yr) and health care providers (HCPs) to evaluate the accuracy and precision of the Didget® system. Subjects' meter results were compared against Yellow Springs Instruments (YSI) reference results and HCP results using least squares regression and error grid analyses. Precision was measured by average within-subject and within-HCP coefficient of variation (CV). During the home-use component of this study, subjects (n = 58) tested their blood glucose at least two to three times daily for 3-5 d to evaluate routine use of the system. Subjects' meter results showed significant correlations with both YSI (r(2) = 0.94; p < 0.001 for regression slope) and HCP results (r(2) = 0.96; p < 0.001). Average within-subject and within-HCP CVs were 5.9 and 7.2%, respectively. Overall satisfaction was assessed by subjects, their parents or guardians, and HCP surveys. Subject satisfaction with the Didget® system was good to excellent; most subjects found the system easy to use, motivating, and helpful for building good blood glucose monitoring habits. Most HCPs agreed that the system fulfilled a need in diabetes management. In conclusion, the Didget® system was precise and clinically accurate in the hands of children, adolescents, and young adults with type 1 diabetes.
© 2011 John Wiley & Sons A/S.

Entities:  

Keywords:  SMBG; diabetes management; motivation; type 1 diabetes; video game

Mesh:

Substances:

Year:  2011        PMID: 21699639     DOI: 10.1111/j.1399-5448.2011.00791.x

Source DB:  PubMed          Journal:  Pediatr Diabetes        ISSN: 1399-543X            Impact factor:   4.866


  9 in total

1.  Performance of the DIDGET blood glucose monitoring system in children, teens, and young adults.

Authors:  Larry C Deeb; Joan L Parkes; Scott Pardo; Holly C Schachner; Maria T Viggiani; Jane Wallace; Timothy Bailey
Journal:  J Diabetes Sci Technol       Date:  2011-09-01

Review 2.  Use of Gaming in Self-Management of Diabetes in Teens.

Authors:  Ellen Swartwout; Ashley El-Zein; Patricia Deyo; Rachel Sweenie; Randi Streisand
Journal:  Curr Diab Rep       Date:  2016-07       Impact factor: 4.810

3.  Analysis article: accuracy of the DIDGET glucose meter in children and young adults with diabetes.

Authors:  Sarah Kim
Journal:  J Diabetes Sci Technol       Date:  2011-09-01

Review 4.  Technology to optimize pediatric diabetes management and outcomes.

Authors:  Jessica T Markowitz; Kara R Harrington; Lori M B Laffel
Journal:  Curr Diab Rep       Date:  2013-12       Impact factor: 4.810

5.  Evidence-based behavioral interventions to promote diabetes management in children, adolescents, and families.

Authors:  Marisa E Hilliard; Priscilla W Powell; Barbara J Anderson
Journal:  Am Psychol       Date:  2016-10

Review 6.  Video games for diabetes self-management: examples and design strategies.

Authors:  Debra A Lieberman
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

Review 7.  Influences on Technology Use and Efficacy in Type 1 Diabetes.

Authors:  Victoria Franklin
Journal:  J Diabetes Sci Technol       Date:  2016-05-03

8.  An augmented reality game to support therapeutic education for children with diabetes.

Authors:  Andrés-Marcelo Calle-Bustos; M-Carmen Juan; Inmaculada García-García; Francisco Abad
Journal:  PLoS One       Date:  2017-09-28       Impact factor: 3.240

9.  Design and Evaluation of a Pervasive Coaching and Gamification Platform for Young Diabetes Patients.

Authors:  Randy Klaassen; Kim C M Bul; Rieks Op den Akker; Gert Jan van der Burg; Pamela M Kato; Pierpaolo Di Bitonto
Journal:  Sensors (Basel)       Date:  2018-01-30       Impact factor: 3.576

  9 in total

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