Veronica Joyce Brady, Nitha Mathew Joseph, Hsiao-Hui Ju
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引用次数: 0
摘要
目的:本系统综述的目的是确定2型糖尿病患者使用游戏(游戏化)是否能改善糖尿病自我管理行为和糖尿病结果。方法:使用MEDLINE、Embase、Web of Science和CINAHL等电子数据库进行系统综述。研究报告了游戏对糖尿病护理和教育专家协会(ADCES7)中至少1人的自我保健行为的影响。结果:该综述包括9项研究,其中8项为强/高质量研究。在纳入的研究中,至少有一项研究涉及五种自我照顾行为。然而,在任何一项研究中都没有关于服用药物和解决问题的报道。身体活动和自我效能感或生活质量(健康应对)是最常报告的ADCES7行为。其中6项研究使用A1C作为结果指标,除1项外,所有研究都报告了A1C的减少。结论:2型糖尿病对一个人的影响是全面的,需要一系列的自我护理行为来有效地控制慢性疾病。新的游戏干预措施可以改善应对机制、生活方式行为、药物参与以及对风险和问题的监测,所有这些都对促进糖尿病的最佳自我管理至关重要。
Impact of Gaming (Gamification) on Diabetes Self-Care Behaviors and Glycemic Outcomes Among Adults With Type 2 Diabetes.
Purpose: The purpose of this systematic review was to determine if the use of gaming (gamification) among persons with type 2 diabetes improves diabetes self-management behaviors and diabetes outcomes.
Methods: A systematic review was conducted using electronic databases including MEDLINE, Embase, Web of Science, and CINAHL. Studies reporting on the impact of gaming on at least 1 of the Association of Diabetes Care and Education Specialists self-care behaviors (ADCES7) were included.
Results: The review included 9 studies, 8 of which were of strong/high quality. Five of the self-care behaviors were addressed in at least 1 of the included studies. However, taking medications and problem solving were not reported in any of the studies. Physical activity and self-efficacy or quality of life (healthy coping) were the most frequently reported ADCES7 behaviors. Six of the studies used A1C as an outcome measure, with a reduction reported in all the studies except 1.
Conclusion: Type 2 diabetes affects a person holistically, necessitating a range of self-care behaviors to effectively manage the chronic condition. Novel gaming interventions may improve coping mechanisms, lifestyle behaviors, medication engagement, and monitoring of risks and problems, all of which are essential in facilitating optimal diabetes self-management.