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◆ JMIR diabetes2026-08-07

A Serious Digital Game (SugarVita) to Support Diabetes Self-Management: Pilot Randomized Controlled Trial.

Edouard Reinders, Elma Cruts-Van de Meulengraaf, Ryan De Vries, Natal van Riel, Pieter Van Gorp, Jeanne Dieleman, Pleun Wouters-van Poppel, Harm Haak

一句话结论 · In one sentence

Participants reported positive experiences with SugarVita and perceived the game as educational and user-friendly. No statistically significant between-group differences were observed for the primary outcomes. These findings support the feasibility and acceptability of SugarVita as a digital educational intervention and warrant further evaluation in larger studies.

原始摘要(英文原文)· Original abstract
BACKGROUND: Serious digital games have been proposed as a novel approach to support diabetes education and self-management, but evidence regarding their effectiveness remains limited. OBJECTIVE: This study aimed to evaluate the effects of SugarVita, a serious game for people with type 2 diabetes, on diabetes-related knowledge, self-confidence, and self-management. Secondary outcomes included hemoglobin A1c (HbA1c), engagement, and user evaluation. METHODS: In this pilot randomized controlled trial, 30 adults with type 2 diabetes were randomized to SugarVita plus standard care or standard care alone for 8 weeks. Outcomes were assessed before and after the intervention using validated questionnaires and laboratory HbA1c values. Within-group changes were analyzed using Wilcoxon signed-rank tests and between-group differences using Mann-Whitney U tests. Bonferroni correction was applied for multiple primary outcomes. RESULTS: No statistically significant between-group differences were observed for diabetes-related knowledge, self-confidence, or self-management after correction for multiple testing. Both groups showed numerical improvements over time. HbA1c decreased significantly within the intervention group (median 73.0, IQR 70.8-81.5 to median 64.5, IQR 60.8-72.0 mmol/mol; P=.007), whereas no significant change was observed in the control group. Greater total playtime was moderately associated with HbA1c reduction. User evaluations indicated high perceived educational value. CONCLUSIONS: Participants reported positive experiences with SugarVita and perceived the game as educational and user-friendly. No statistically significant between-group differences were observed for the primary outcomes. These findings support the feasibility and acceptability of SugarVita as a digital educational intervention and warrant further evaluation in larger studies.
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A Serious Digital Game (SugarVita) to Support Diabetes Self-Management: Pilot Randomized Controlled Trial. — 科研速览 Science Skim