Literature DB >> 35919887

Impact of gamification on glycaemic control among patients with type 2 diabetes mellitus: a systematic review and meta-analysis of randomized controlled trials.

Toshiki Kaihara1,2,3, Valent Intan-Goey1, Martijn Scherrenberg1,2,4, Maarten Falter1,2,5, Ines Frederix1,2,4,6, Yoshihiro Akashi3, Paul Dendale1,2.   

Abstract

Aims : The prevalence of type 2 diabetes mellitus (T2DM) is very high and still rising. Optimal medical therapy and lifestyle management are essential in reducing the long-term complications of T2DM. Gamification, which is the use of design elements, and characteristics of games in a non-gaming context, is an innovative approach to improve healthy behaviour. It thereby could be able to improve glycaemic control in T2DM. The aim of this systematic review and meta-analysis is to evaluate the effect of gamification on glycaemic control expressed by haemoglobin A1c (HbA1c) levels in T2DM patients. Methods and results : All articles from 2000 to 2021 were searched in electronic databases (PubMed, Cochrane Library, Embase). The total number of patients was 704. The rate of male participants and their mean ages ranged, respectively, from 46% to 94% and 60 to 63 years. Inclusion criteria were randomized controlled trials of T2DM management using gamification which included HbA1c as an outcome measure. A meta-analysis was performed. After removing duplicates, 129 articles were screened and a total of 3 articles corresponding to the inclusion criteria were identified. Haemoglobin A1c was significantly reduced [mean difference -0.21; 95% confidence interval (-0.37 to -0.05); P = 0.01; I 2 = 0%] in the intervention group using gamification as compared to the control group. Conclusion : Gamification has a positive effect on glycaemic control expressed by HbA1c changes in patients with T2DM. However, only three studies were included in this review. More research is needed to confirm the effectiveness of gamification in T2DM.
© The Author(s) 2021. Published by Oxford University Press on behalf of the European Society of Cardiology.

Entities:  

Keywords:  Gamification; Randomized controlled trial; Secondary prevention; Type 2 diabetes mellitus

Year:  2021        PMID: 35919887      PMCID: PMC9242065          DOI: 10.1093/ehjopen/oeab030

Source DB:  PubMed          Journal:  Eur Heart J Open        ISSN: 2752-4191


  28 in total

1.  Impact of Pokémon Go on Physical Activity: A Systematic Review and Meta-Analysis.

Authors:  Madina Khamzina; Kaustubh V Parab; Ruopeng An; Tiffany Bullard; Diana S Grigsby-Toussaint
Journal:  Am J Prev Med       Date:  2019-12-10       Impact factor: 5.043

2.  Supervised Balance Training and Wii Fit-Based Exercises Lower Falls Risk in Older Adults With Type 2 Diabetes.

Authors:  Steven Morrison; Rachel Simmons; Sheri R Colberg; Henri K Parson; Aaron I Vinik
Journal:  J Am Med Dir Assoc       Date:  2017-12-27       Impact factor: 4.669

Review 3.  Diabetes Digital App Technology: Benefits, Challenges, and Recommendations. A Consensus Report by the European Association for the Study of Diabetes (EASD) and the American Diabetes Association (ADA) Diabetes Technology Working Group.

Authors:  G Alexander Fleming; John R Petrie; Richard M Bergenstal; Reinhard W Holl; Anne L Peters; Lutz Heinemann
Journal:  Diabetes Care       Date:  2019-12-05       Impact factor: 19.112

4.  A Team-Based Online Game Improves Blood Glucose Control in Veterans With Type 2 Diabetes: A Randomized Controlled Trial.

Authors:  B Price Kerfoot; David R Gagnon; Graham T McMahon; Jay D Orlander; Katherine E Kurgansky; Paul R Conlin
Journal:  Diabetes Care       Date:  2017-08-08       Impact factor: 19.112

Review 5.  Evaluations of the uptake and impact of the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) Statement and extensions: a scoping review.

Authors:  Matthew J Page; David Moher
Journal:  Syst Rev       Date:  2017-12-19

6.  Behavior stages of a physician- and coach-supported cloud-based diabetes prevention program for people with prediabetes.

Authors:  Pallavi Srivastava; Ashish Verma; Christine Geronimo; Terry M Button
Journal:  SAGE Open Med       Date:  2019-05-09

7.  The Effect of Convergence Gamification Training in Community-Dwelling Older People: A Multicenter, Randomized Controlled Trial.

Authors:  Eun-Lee Lee; Myoung-Hwan Ko; Myung-Jun Shin; Byeong-Ju Lee; Da Hwi Jung; Kap-Soo Han; Jin Mi Kim
Journal:  J Am Med Dir Assoc       Date:  2021-06-30       Impact factor: 4.669

8.  Autonomous exercise game use improves metabolic control and quality of life in type 2 diabetes patients - a randomized controlled trial.

Authors:  Kerstin Kempf; Stephan Martin
Journal:  BMC Endocr Disord       Date:  2013-12-10       Impact factor: 2.763

9.  The Legacy Effect in Type 2 Diabetes: Impact of Early Glycemic Control on Future Complications (The Diabetes & Aging Study).

Authors:  Neda Laiteerapong; Sandra A Ham; Yue Gao; Howard H Moffet; Jennifer Y Liu; Elbert S Huang; Andrew J Karter
Journal:  Diabetes Care       Date:  2018-08-13       Impact factor: 17.152

10.  The future is now: a call for action for cardiac telerehabilitation in the COVID-19 pandemic from the secondary prevention and rehabilitation section of the European Association of Preventive Cardiology.

Authors:  Martijn Scherrenberg; Matthias Wilhelm; Dominique Hansen; Heinz Völler; Véronique Cornelissen; Ines Frederix; Hareld Kemps; Paul Dendale
Journal:  Eur J Prev Cardiol       Date:  2020-07-02       Impact factor: 8.526

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