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Accepted for/Published in: JMIR Serious Games

Date Submitted: Oct 16, 2022
Date Accepted: Oct 24, 2023

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

Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis

Yao WQ, Han YB, Chen Y, Yan SZ, Yang L, Cheng YZ

Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis

JMIR Serious Games 2024;12:e43574

DOI: 10.2196/43574

PMID: 38345856

PMCID: 10897792

Virtual Interactive Games for Glycemic Control in Individuals with Diabetes: A Systematic Review and Meta-analysis

  • Wen-Qi Yao; 
  • Yi-Bing Han; 
  • Ying Chen; 
  • Shen-Zhe Yan; 
  • Li Yang; 
  • Yan-Zhen Cheng

ABSTRACT

Background:

Effective interventions are needed to address the diabetes epidemic. Virtual interactive games specific to physical activity are available, but it is unclear if these are effective at improving glycemic control in patients with diabetes.

Objective:

The effects of virtual games-based interventions on glycemic control in patients with diabetes.

Methods:

Relevant studies that were published before 1 April 2023 were searched from five databases: PubMed, Embase, Wed of Science, Scopus and Cochrane Library. Eligibility criteria included prospective studies examining the relationship between virtual game with physical activities or diet education and glycemic control as the outcome. Assessed the risk of bias using the Cochrane Risk of Bias Tool. All analyses were conducted using RevMan5.4.1. Depending on heterogeneity across studies, the pooled effects were calculated by fixed-effects or random-effects models.

Results:

Participants from 9 studies were included and quality assessed. Intervention group had improvement in Glycated Hemoglobin A1c(HbA1c) and fasting blood glucose(FBG), although analysis revealed no significant reduction in HbA1c (−0.09%, 95% CI −0.29 to 0.10), and FBG (−0.94 mg/dl, 95% CI −9.34 to 7.46). But intervention group significantly increased their physical activity than individuals from control groups (Standardized mean differences = 0.84, 95% CI 0.30 to 1.38). Other outcomes, such as weight and blood lipids also have no significant improvement.

Conclusions:

Virtual games had good impact on participants' physical activity and offered an advantage on glycemic control without reaching statistical significance. Virtual game is convenient for reminders and education. Low-intensity exercise games may be not considered as a better adjuvant intervention to improve diabetes self-management care.


 Citation

Please cite as:

Yao WQ, Han YB, Chen Y, Yan SZ, Yang L, Cheng YZ

Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis

JMIR Serious Games 2024;12:e43574

DOI: 10.2196/43574

PMID: 38345856

PMCID: 10897792

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