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Accepted for/Published in: JMIR Formative Research

Date Submitted: Aug 23, 2021
Date Accepted: May 9, 2022

The final, peer-reviewed published version of this preprint can be found here:

Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial

Maddison R, Baghaei N, Calder AJ, Murphy R, Parag V, Heke I, Dobson R, Marsh S

Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial

JMIR Form Res 2022;6(6):e33089

DOI: 10.2196/33089

PMID: 35713955

PMCID: 9250061

Ready Player Two: A randomized controlled pilot trial investigating the feasibility of using games to improve healthy lifestyle knowledge in youth (9-16 years) at risk for type two diabetes.

  • Ralph Maddison; 
  • Nilufar Baghaei; 
  • Amanda Jane Calder; 
  • Rinki Murphy; 
  • Varsha Parag; 
  • Ihirangi Heke; 
  • Rosie Dobson; 
  • Samantha Marsh

ABSTRACT

Objective:

To determine the comparative use and knowledge effects of two prototype serious games for health on healthy lifestyle knowledge in youth aged 9-16 years at risk for type 2 diabetes (T2D).

Methods:

A three-arm parallel randomized controlled pilot trial was undertaken to assess use of the game, and the effect of the game on healthy lifestyle and T2D diabetes knowledge. Participants were allocated to ‘Diabetic Jumper’ (n=7), ‘Ari and Friends’ (n=8), or a control game (n=8). All participants completed healthy lifestyle and T2D knowledge questionnaires at baseline, immediately after game play, and four weeks after game play. Game attitudes and preferences were also assessed. The primary outcome was the use of the game, specifically, the number of minutes played over four weeks.

Results:

There were no statistical differences in healthy lifestyle knowledge or diabetes knowledge over time or across games. Only one participant accessed the game for an extended period, playing the game for a total of 33 min over 4 weeks. Conclusion: Two prototype serious were unsuccessful at sustaining long-term play outside a clinic environment. However, the potential for these games to be used as stimulus to engage young people with healthy lifestyle and diabetes knowledge in a clinic setting should be further explored. Suggested improvements for future studies are discussed. Trial Registration: Australia New Zealand Clinical Trials Registry, ACTRN12619000380190. Registered 11 March 2019, https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=377123 Funding: The trial was funded by a Health Research Council of New Zealand Feasibility grant.


 Citation

Please cite as:

Maddison R, Baghaei N, Calder AJ, Murphy R, Parag V, Heke I, Dobson R, Marsh S

Feasibility of Using Games to Improve Healthy Lifestyle Knowledge in Youth Aged 9-16 Years at Risk for Type 2 Diabetes: Pilot Randomized Controlled Trial

JMIR Form Res 2022;6(6):e33089

DOI: 10.2196/33089

PMID: 35713955

PMCID: 9250061

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