控制糖尿病患者血糖的电子互动游戏:系统综述与元分析》。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-02-12 DOI:10.2196/43574
WenQi Yao, YiBing Han, Li Yang, Ying Chen, ShengZhe Yan, YanZhen Cheng
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引用次数: 0

摘要

背景:一些电子干预措施已被用于改善糖尿病患者的血糖控制。目前有专门针对体育活动的电子互动游戏,但这些游戏是否能有效改善糖尿病患者的血糖控制尚不清楚:本研究旨在确定基于电子游戏的干预措施对糖尿病患者血糖控制的影响:从 5 个数据库中检索了 2023 年 4 月 1 日之前发表的相关研究:PubMed、Embase、Web of Science、Scopus 和 Cochrane Library。符合条件的研究包括前瞻性研究,这些研究考察了电子游戏与体育活动或饮食教育之间的关系,并将血糖控制作为研究结果。偏倚风险采用 Cochrane 偏倚风险工具进行评估。所有分析均使用 RevMan5.4.1 进行。根据各研究间的异质性,采用固定效应或随机效应模型计算汇总效应:纳入并评估了 9 项研究的参与者。干预组的糖化血红蛋白(HbA1c)和空腹血糖有所改善,但分析结果显示,HbA1c(-0.09%,95% CI -0.29%至0.10%)或空腹血糖(-0.94 mg/dL,95% CI -9.34至7.46 mg/dL)没有显著降低。然而,干预组个人的体力活动量明显高于对照组(标准化平均差异=0.84,95% CI 0.30 至 1.38;P=0.002)。体重和血脂等其他指标没有明显改善(P>.05):结论:电子游戏对参与者的体育锻炼有很好的影响,在血糖控制方面也有优势,但未达到统计学意义。电子游戏便于提醒和教育。低强度运动游戏可能不是改善糖尿病自我管理护理的更好的辅助干预措施。
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Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis.

Background: Several electronic interventions have been used to improve glycemic control in patients with diabetes. Electronic 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: This study aimed to determine the effects of electronic game-based interventions on glycemic control in patients with diabetes.

Methods: Relevant studies that were published before April 1, 2023, were searched from 5 databases: PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Eligibility criteria included prospective studies examining the relationship between electronic games with physical activities or diet education and glycemic control as the outcome. The risk of bias was assessed using the Cochrane risk-of-bias tool. All analyses were conducted using RevMan5.4.1. Depending on the heterogeneity across studies, the pooled effects were calculated using fixed-effects or random-effects models.

Results: Participants from 9 studies were included and assessed. Glycated hemoglobin (HbA1c) and fasting blood glucose improved in the intervention group, although the analysis revealed no significant reduction in HbA1c (-0.09%, 95% CI -0.29% to 0.10%) or fasting blood glucose (-0.94 mg/dL, 95% CI -9.34 to 7.46 mg/dL). However, the physical activity of individuals in the intervention group was significantly higher than that of those in the control group (standardized mean difference=0.84, 95% CI 0.30 to 1.38; P=.002). Other outcomes, such as weight and blood lipids, exhibited no significant improvement (all P>.05).

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

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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