The effect of gamification on disease self-management and glycemic control in patients with Type 2 Diabetes
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Abstract (EN)
INTRODUCTION AND AIM : The aim of this study is to investigate the effect of a gamification-based mobile game on diabetes self-management and glycaemic control in individuals with Type 2 diabetes. MATERIAL AND METHOD: A total of 88 individuals with type 2 diabetes -44 in the control group and 44 in the intervention group- were included in this study, which was conducted using a randomized controlled experimental design. Individuals in the intervention group received three months of game-based diabetes education through a mobile game application containing gamification elements. Data were collected using the Sociodemographic Questionnaire Form, the Diabetes Self-Management Scale, the Metabolic Control Variables Form and the Anthropometric Measurement Form. The data were evaluated using independent and dependent sample t-tests and a chi-square test. FINDINGS: After 12 weeks of intervention, the intervention group showed a significant improvement in diabetes self-management scores, along with a statistically significant reduction in HbA1c, LDL, and total cholesterol levels (p < 0.05). In contrast, the change in the control group remained limited. CONCLUSION: Gamification enhances the engagement of individuals with type 2 diabetes in disease management processes and has a positive impact on glycaemic control. Therefore, this approach is recommended as a complementary method to traditional education. Keywords: Gamification, diabetes, mobile game, glycemic control, self-management
Author
Pelin İlhan
How to Cite
Pelin İlhan (Doctorate thesis). The effect of gamification on disease self-management and glycemic control in patients with Type 2 Diabetes, 2025, Sakarya University.
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