Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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RECRUITING
NA
50 participants
INTERVENTIONAL
2024-04-01
2025-06-01
Brief Summary
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Detailed Description
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Previous studies have indicated that serious diabetes games can enhance patient self-management, potentially leading to controlled or reduced healthcare costs, although the impact on HbA1c levels is often modest. SugarVita distinguishes itself by visualizing the short-term effects of a player's decisions on their glycemic levels and providing rewards for healthy and appropriate choices. The ultimate goal is to encourage the cultivation of health-promoting behaviors in daily life.
SugarVita adopts the format of a digital board game, akin to the Game of the Goose, where players progress through the board by rolling a dice. The SugarVita board comprises a circular arrangement of tiles, mirroring a full day (24 hours), with each tile representing a 20-minute interval. Players traverse the day, encountering various events such as meals, activities, and emotional experiences, all presented in a digital gaming format. The board features distinct pathways corresponding to workdays, outdoor days, and leisure days. Players enter the game through a personalized setup facilitated by the simulator. The primary objective for players is to maintain their glucose levels within a safe range, and therefore earn points by doing so. While immersed in the game, players assume the perspective of an individual with diabetes, navigating the daily decisions inherent to the condition. In this interactive experience, players make choices regarding their food intake, engage in physical activities, and manage medication usage, including insulin doses. The repercussions of these decisions are reflected in the game through a visible glucose meter, dynamically responding to the player's actions. Points are awarded when the glucose meter remains within the target range, creating a learning environment through gameplay and direct feedback. The player achieving the highest score emerges as the winner.
The multiplayer aspect of SugarVita allows patients with diabetes to engage in the game alongside their relatives, fostering discussions about the diverse choices made during gameplay. This collaborative approach enhances mutual understanding of a relative's condition, providing additional support. The unique multiplayer feature of SugarVita distinguishes it from other diabetes games. Involving the social network of patients can potentially contribute to the development of healthier habits.
Designed for the largest segment of diabetes patients, namely young seniors aged 50 to 75 with type 2 diabetes, SugarVita targets lifestyle and habit changes crucial for disease management. Our clinical experience underscores the challenges these patients face in altering their habits and understanding the intricacies of glucose level regulation. Within the young senior demographic, considerable variations exist, including differences in educational attainment and attitudes towards personal health. Some individuals may be illiterate and display minimal concern for their health, while others are motivated to initiate positive changes. Recognizing these differences, the investigators adopted varied approaches to appeal to distinct patient types. Target group interviews further revealed that our audience enjoys board games, expresses openness to digital games, and prefers playing on tablets or mobile phones. While our primary focus is on young senior type 2 patients, SugarVita aims to be appealing to a broader audience, including other diabetes patients, their relatives, and caregivers.
Conditions
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Keywords
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Study Design
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RANDOMIZED
PARALLEL
SUPPORTIVE_CARE
NONE
Study Groups
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SugarVita
Participants in the intervention group will download and play the app SugarVita on their mobile phone or tablet, or they can borrow a tablet from the research group. All participants are requested to fill in questionnaires concerning diabetes related topics at the start of the study, and after 8 weeks
SugarVita
Serious digital game (application) that can be played on mobile phone, tablet or personal computer. Self-developed game.
Standard care
Participants in the control group will receive standard care, the usual care that is being given at the outpatient clinic. All participants are requested to fill in questionnaires concerning diabetes related topics at the start of the study, and after 8 weeks
No interventions assigned to this group
Interventions
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SugarVita
Serious digital game (application) that can be played on mobile phone, tablet or personal computer. Self-developed game.
Eligibility Criteria
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Inclusion Criteria
* Diagnosed with T2DM
* HbA1c levels \> 64 mmol/mol (before start of study)
* BMI \> 25 kg/m2
* Age above 18 years
* Patient's language skills are sufficient for participation
* Subject has a smartphone or tablet and is willing to install the needed application on it
Exclusion Criteria
* Malignancy except basal and squamous cell skin cancer
18 Years
99 Years
ALL
Yes
Sponsors
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Maxima Medical Center
OTHER
Responsible Party
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Edouard Reinders
Principal investigator
Locations
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Maxima Medical Centre
Eindhoven, North Brabant, Netherlands
Countries
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Central Contacts
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Facility Contacts
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Edouard Reinders, MD
Role: primary
Other Identifiers
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N24.020.
Identifier Type: -
Identifier Source: org_study_id