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Serious digital games for diabetes Mellitus: A scoping review of its current State, Accessibility, and functionality for patients and healthcare providers

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Abstract

The global rise in diabetes prevalence poses a significant challenge to healthcare providers, stimulating interest in digital interventions such as educational games. However, the impact and availability of research-developed diabetes games remain uncertain. This scoping review aimed to provide a comprehensive overview of serious games for diabetes, encompassing their availability, characteristics and health effects. Through an electronic search in multiple databases, a total of 21 articles addressing 23 games were included in the literature review. The majority of these games were inaccessible outside of research settings, despite demonstrating positive effects on various aspects of diabetes management, including knowledge, physical activity, self-management, mental well-being, and HbA1c levels. Most games were designed for mobile phones, targeting both children and adults. A subsequent app store search revealed 13 additional diabetes games, however nearly none (7.7%) of these underwent research scrutiny, leaving their expected effects uncertain. The disparity between evidence-based games and those available in app stores underscores the need for bridging this gap to ensure the availability of effective digital games for diabetes management worldwide.

Original languageEnglish
Article number111833
Number of pages11
JournalDiabetes Research and Clinical Practice
Volume216
Early online date22 Aug 2024
DOIs
Publication statusPublished - Oct 2024

Bibliographical note

Copyright © 2024 The Author(s). Published by Elsevier B.V. All rights reserved.

Funding

This research was part of the DiaGame project funded by NWO Data2Person (628.011.027).

FundersFunder number
Nederlandse Organisatie voor Wetenschappelijk Onderzoek628.011.027

    UN SDGs

    This output contributes to the following UN Sustainable Development Goals (SDGs)

    1. SDG 3 - Good Health and Well-being
      SDG 3 Good Health and Well-being

    Keywords

    • Diabetes
    • Digital game
    • Digital health
    • Gamification
    • Public health
    • Serious game
    • Diabetes Mellitus/therapy
    • Self-Management/methods
    • Humans
    • Patient Education as Topic/methods
    • Exercise
    • Mobile Applications
    • Video Games
    • Health Personnel

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