Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes

<strong> </strong> <strong>Background:</strong> Type 1 diabetes is known as the most common endocrine disorder in children which requires strict adherence to self-care regimen. Accordingly, children's exposure to educational video games can be a strategy for promoting ad...

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Main Authors: Ebrahim Rafeezadeh (Author), Nosrat Ghaemi (Author), Hamid Heidarian Miri (Author), Aramesh Rezaeian (Author)
Format: Book
Published: Mashhad University of Medical Sciences, 2019-07-01T00:00:00Z.
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042 |a dc 
100 1 0 |a Ebrahim Rafeezadeh  |e author 
700 1 0 |a Nosrat Ghaemi  |e author 
700 1 0 |a Hamid Heidarian Miri  |e author 
700 1 0 |a Aramesh Rezaeian  |e author 
245 0 0 |a Effect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes 
260 |b Mashhad University of Medical Sciences,   |c 2019-07-01T00:00:00Z. 
500 |a 2008-2487 
500 |a 2008-370X 
500 |a 10.22038/ebcj.2019.40293.2058 
520 |a <strong> </strong> <strong>Background:</strong> Type 1 diabetes is known as the most common endocrine disorder in children which requires strict adherence to self-care regimen. Accordingly, children's exposure to educational video games can be a strategy for promoting adherence to such regimens. <strong>Aim: </strong>The main purpose of this study was to investigate the effect of an educational video game for diabetes self-management on adherence to self-care regimens in children with type 1 diabetes. <strong>Method: </strong>This two-group randomized clinical trial was conducted on 68 children aged 8-12 years affected with type 1 diabetes and admitted to Akbar Children's Hospital in Mashhad, Iran, during 2018. A self-care package for children with type 1 diabetes was extracted using a review method. The intervention group played the designed interactive video game. Data were analyzed in SPSS software (version 16) through independent t-test and Mann Whitney U test. <strong>Results:</strong> Both study groups were homogeneous in terms of demographic characteristics. Based on the results of independent t-test, no significant difference was observed between the intervention (77.5±10.1) and control groups (78.7±7.4) regarding mean self-care scores before intervention (P=0.57). However, mean self-care score in the intervention group (82.9±7.8) was significantly higher than that in control group (77.3±7.7) after the intervention (P=0.57). Intra-group comparisons also confirmed the above-mentioned findings. <strong>Implications for Practice:</strong> The designed educational video game could significantly improve children's self-care scores. Given that Internet-based video games can be manipulated and quickly updated, it was suggested to compare online and offline video games in future studies. <strong> </strong> 
546 |a FA 
690 |a Children 
690 |a Diabetes 
690 |a self-care 
690 |a Video Games 
690 |a Nursing 
690 |a RT1-120 
690 |a Gynecology and obstetrics 
690 |a RG1-991 
655 7 |a article  |2 local 
786 0 |n Journal of Evidence-Based Care, Vol 9, Iss 2, Pp 74-83 (2019) 
787 0 |n http://ebcj.mums.ac.ir/article_13508_4b3752dbeeb8997274ac240dd176a7b8.pdf 
787 0 |n https://doaj.org/toc/2008-2487 
787 0 |n https://doaj.org/toc/2008-370X 
856 4 1 |u https://doaj.org/article/f96fe6c99dc6423baf2ac6c970b62d3a  |z Connect to this object online.