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Recruiting
NCT05725330
The Effect of Gamification on Patients With Type 2 Diabetes
Conditions: Gamification, Type 2 Diabetes, Self-management, Digital Health, Mobile Application
Sex: All
Ages: 18 Years – 65 Years
Phase: NA
Enrollment: 88
Sponsor: Sakarya University
Location: Turkey
Summary
Diabetes is a broad-spectrum metabolic disorder that causes a defect in the organism's carbohydrate, fat, and protein metabolism processes due to insulin deficiency or impaired insulin effect.
Diabetes requires continuous medical care and causes chronic, severe mortality and morbidity.
More than 90% of all people with diabetes worldwide suffer from Type 2 DM.
Diabetes self-management includes self-monitoring of blood glucose levels, knowing and managing the symptoms of hypoglycemia and hyperglycemia, adherence to diet, physical exercise, and diabetic foot care.
Considering the high prevalent and undesirable consequences of diabetes in the world, it is necessary to benefit from new educational technologies and tools.
One of these technologies is gamification, which increases the quality of education as an effective educational tool, creates motivation and enthusiasm, and develops a sense of competition in the target audience.
This study plans to develop a game that will include virtual coaching to increase the self-management and glycemic control of patients with type 2 diabetes.
Eligibility Criteria
Inclusion Criteria:Two years or more with a diagnosis of Type 2 DMPatients using Insulin or Insulin and Oral AntidiabeticNo sensory loss, such as vision and hearing loss,Having internet access and being able to use it,Ability to use a mobile phone with an Android or IOS (iPhone OS) operating systemPatients who agreed to participate in the studyExclusion Criteria:Patients diagnosed with Type 1 DM and Gestational DM.Visual and auditory loss,Individuals without internet accessUnable to communicate
Source: ClinicalTrials.gov (NCT05725330). StuddyBuddy aggregates publicly available trial information.