关键词: Type 1 diabetes mellitus adolescent feasibility studies video games

来  源:   DOI:10.1016/j.pedhc.2024.05.009

Abstract:
BACKGROUND: The aim of this study is to test the feasibility of a smartphone serious game-based intervention to promote resilience for adolescents with type 1 diabetes mellitus (T1DM).
METHODS: A two-arm feasibility study was employed. Adolescents with T1DM were recruited. Adolescents in intervention group completed the serious game (named \"WeCan\") in one month. We evaluated feasibility and acceptability using criteria such as the recruitment response rate, the follow-up response rate, and satisfaction.
RESULTS: Sixty-one adolescents with T1DM were included in this study. The study had a recruitment response rate of 62.89% (61/97) and an intervention completion rate of 64.52% (20/31). Eighty-two percent of the adolescents were satisfied with WeCan, which they perceived to have the advantages of being a lively format, attractive, and privacy, easy to operate, and improved attitude towards diabetes.
CONCLUSIONS: These findings suggest that WeCan demonstrated good feasibility among the target population. However, the efficacy of health-related outcomes needs to be clarified in future studies.
摘要:
背景:这项研究的目的是测试一种基于智能手机的严肃游戏干预措施的可行性,以提高青少年1型糖尿病(T1DM)的韧性。
方法:采用双臂可行性研究。招募患有T1DM的青少年。干预组的青少年在一个月内完成了严肃的游戏(名为“WeCan”)。我们使用招聘反应率等标准评估了可行性和可接受性,随访反应率,和满意度。
结果:61名T1DM青少年纳入本研究。该研究的招募反应率为62.89%(61/97),干预完成率为64.52%(20/31)。82%的青少年对WeCan感到满意,他们认为这是一种生动的格式,有吸引力,和隐私,易于操作,改善对糖尿病的态度。
结论:这些研究结果表明,WeCan在目标人群中表现出良好的可行性。然而,健康相关结局的疗效需要在未来的研究中加以阐明.
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