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Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis

血糖性 医学 糖化血红素 科克伦图书馆 荟萃分析 糖尿病 心理干预 内科学 物理疗法 出版偏见 2型糖尿病 内分泌学 精神科
作者
WenQi Yao,YiBing Han,Li Yang,Ying Chen,ShengZhe Yan,Yanzhen Cheng
出处
期刊:JMIR serious games [JMIR Publications]
卷期号:12: e43574-e43574 被引量:4
标识
DOI:10.2196/43574
摘要

Background Several electronic interventions have been used to improve glycemic control in patients with diabetes. Electronic interactive games specific to physical activity are available, but it is unclear if these are effective at improving glycemic control in patients with diabetes. Objective This study aimed to determine the effects of electronic game–based interventions on glycemic control in patients with diabetes. Methods Relevant studies that were published before April 1, 2023, were searched from 5 databases: PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Eligibility criteria included prospective studies examining the relationship between electronic games with physical activities or diet education and glycemic control as the outcome. The risk of bias was assessed using the Cochrane risk-of-bias tool. All analyses were conducted using RevMan5.4.1. Depending on the heterogeneity across studies, the pooled effects were calculated using fixed-effects or random-effects models. Results Participants from 9 studies were included and assessed. Glycated hemoglobin (HbA1c) and fasting blood glucose improved in the intervention group, although the analysis revealed no significant reduction in HbA1c (−0.09%, 95% CI −0.29% to 0.10%) or fasting blood glucose (−0.94 mg/dL, 95% CI −9.34 to 7.46 mg/dL). However, the physical activity of individuals in the intervention group was significantly higher than that of those in the control group (standardized mean difference=0.84, 95% CI 0.30 to 1.38; P=.002). Other outcomes, such as weight and blood lipids, exhibited no significant improvement (all P>.05). Conclusions Electronic games had a good impact on participants’ physical activity and offered an advantage in glycemic control without reaching statistical significance. Electronic games are convenient for reminders and education. Low-intensity exercise games may not be considered a better adjuvant intervention to improve diabetes self-management care.
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