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Accepted for/Published in: JMIR Diabetes

Date Submitted: Apr 24, 2026
Date Accepted: Jul 11, 2026

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

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

Reinders E, Cruts - Van de Meulengraaf E, De Vries R, van Riel N, Van Gorp P, Dieleman J, Wouters - van Poppel P, Haak H

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

JMIR Diabetes 2026;11:e99345

DOI: 10.2196/99345

PMID: 42566777

SugarVita, a Serious Digital Game to Support Diabetes Self-Management: Results from a 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

ABSTRACT

Background:

Diabetes is a growing global health burden, with increasing prevalence worldwide. Digital interventions, including serious games, may support patient education and self-management.

Objective:

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 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 pre- and post-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:

Both groups showed improvements in knowledge, self-confidence, and self-management over time, without significant between-group differences after correction. HbA1c decreased significantly within the intervention group (median 73.0 to 64.5 mmol/mol, p = 0.0067), 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:

SugarVita was associated with improvements in patient-reported outcomes and a significant within-group HbA1c reduction, although no significant between-group differences were observed. Clinical Trial: NCT06392178


 Citation

Please cite as:

Reinders E, Cruts - Van de Meulengraaf E, De Vries R, van Riel N, Van Gorp P, Dieleman J, Wouters - van Poppel P, Haak H

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

JMIR Diabetes 2026;11:e99345

DOI: 10.2196/99345

PMID: 42566777

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