Title of article :
Effect of implementing a mobile game on improving dietary information in diabetic patients
Author/Authors :
Koohmareh, Z Depatment of Health Information Technology - School of Allied Medical Science - Ahvaz Jundishapur University of Medical Sciences - Ahvaz, Iran , Karandish, M Nutrition and Metabolic Diseases Research Center - Ahvaz Jundishapur University of Medical Sciences - Ahvaz, Iran , Hadianfard, Ali Mohammad Nutrition and Metabolic Diseases Research Center - Ahvaz Jundishapur University of Medical Sciences - Ahvaz, Iran
Abstract :
Nowadays, digital games are not just entertainment, but beside routine treatments, they are used in patient care,
especially in patients with diabetes. Application of digital games in patient’s education can improve self-management of diabetes. The
aim of the present study was to evaluate the effect of a mobile game (Amoo) implementation on enhancing dietary information in
patients with type 2 diabetes.
Methods: A mobile game (called Amoo), which was developed by researchers of this study, was applied to assess the self-education
of patients with diabetes. Sixty patients with type 2 diabetes participated in the study. The participants took part in a pre-intervention
test to determine their dietary information. The participants were randomly divided into one of two groups, including the intervention
group: played the game for 15 minutes daily for 6 weeks, and the control group: did not involve in the game. A post-intervention test
was run to show a possible improvement in dietary information. Data were analyzed using paired t test and suitable non-parametric
testes including Mann-Whitney and Wilcoxon signed rank tests as well as Spearman and Pearson correlation coefficients via IBM
SPSS statistics version 21 (SPSS, v 21.0, IBM, Armonk, NY, USA). A P-value less than 0.05 was considered as a significant level.
Results: The results indicated a statistically significant difference between the pre and post test scores in the intervention group
(p<0.001). However, there was no significant difference in fasting blood sugar (p=0.125).
Conclusion: The mobile game (Amoo) could enhance the knowledge of patients with type 2 diabetes about food calories and
glycemic index. This means that mobile games may serve as an educational aid to these patients.
Keywords :
Mobile-Health , Education , Mobile Game , Diabetes
Journal title :
Medical Journal of the Islamic Republic of Iran