Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Previously submitted to: JMIR Serious Games (no longer under consideration since Aug 10, 2026)

Date Submitted: Jul 19, 2025

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

A Narrative-Driven VR Serious Game for Type 1 Diabetes Self-Management: A Child-Centered HCI Approach

  • Hanfei Gu

ABSTRACT

Background:

Self-management of Type 1 Diabetes (T1D) in children remains a persistent challenge for both families and professionals, highlighting the urgent need for effective, engaging, and age-appropriate educational interventions.

Objective:

This study aimed to develop and evaluate an original, narrative-driven virtual reality (VR) serious game, systematically designed through a child-centered participatory approach to enhance self-management behaviors among young children with T1D.

Methods:

A needs assessment informed the participatory development process, which actively involved children, caregivers, and clinical experts in shaping the game’s narrative, mechanics, and interface. Each module of the game was systematically mapped to evidence-based domains of T1D self-management, transforming complex health tasks into interactive and child-friendly experiences. A four-week mixed-method empirical study was conducted with 54 children (aged 4–9) from four hospitals, including quantitative assessments and qualitative interviews.

Results:

Quantitative analysis showed statistically significant improvements in self-management knowledge, practical skills, and psychological readiness after the intervention, with the largest gains observed in intrinsic motivation and self-efficacy (all p < 0.001). Usability and engagement ratings were consistently high. Qualitative interviews revealed increased confidence, greater willingness to practice self-care, and strong appreciation for the game’s narrative-driven design.

Conclusions:

A narrative-driven VR serious game, developed using rigorous HCI frameworks and active user participation, can effectively promote multi-dimensional improvements in pediatric T1D self-management. This work advances both the theoretical and practical landscape of digital health interventions for children and provides actionable guidance for future large-scale adoption and research in health technology design.


 Citation

Please cite as:

Gu H

A Narrative-Driven VR Serious Game for Type 1 Diabetes Self-Management: A Child-Centered HCI Approach

JMIR Preprints. 19/07/2025:80940

DOI: 10.2196/preprints.80940

URL: https://preprints.jmir.org/preprint/80940

Download PDF


Request queued. Please wait while the file is being generated. It may take some time.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.