The Effect of Gamification on Patients With Type 2 Diabetes
NCT05725330 · Status: UNKNOWN · Phase: NA · Type: INTERVENTIONAL · Enrollment: 88
Last updated 2023-02-13
Summary
Diabetes is a broad-spectrum metabolic disorder that causes a defect in the organism's carbohydrate, fat, and protein metabolism processes due to insulin deficiency or impaired insulin effect. Diabetes requires continuous medical care and causes chronic, severe mortality and morbidity. More than 90% of all people with diabetes worldwide suffer from Type 2 DM. Diabetes self-management includes self-monitoring of blood glucose levels, knowing and managing the symptoms of hypoglycemia and hyperglycemia, adherence to diet, physical exercise, and diabetic foot care. Considering the high prevalent and undesirable consequences of diabetes in the world, it is necessary to benefit from new educational technologies and tools. One of these technologies is gamification, which increases the quality of education as an effective educational tool, creates motivation and enthusiasm, and develops a sense of competition in the target audience. This study plans to develop a game that will include virtual coaching to increase the self-management and glycemic control of patients with type 2 diabetes.
Conditions
- Gamification
- Type 2 Diabetes
- Self-management
- Digital Health
- Mobile Application
Interventions
- OTHER
-
Gamification and education with mobile game application
This study aimed to provide self-care management by playing mobile games to patients with type 2 diabetes.
Sponsors & Collaborators
-
Sakarya University
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- SUPPORTIVE_CARE
- Masking
- NONE
- Model
- SINGLE_GROUP
Eligibility
- Min Age
- 18 Years
- Max Age
- 65 Years
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2023-02-25
- Primary Completion
- 2023-09-17
- Completion
- 2023-12-30
Countries
- Turkey (Türkiye)
Study Locations
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