The effect of implementing a mobile game on improving dietary information in diabetic patients (Preprint)
BACKGROUND Nowadays digital games are not just an entertainment, but beside the routine treatments, they are being used in patient cares especially in patients with diabetes, a high prevalence disease in the world. Application of digital games in patient education could improve self-management of diabetes. OBJECTIVE The aim of the present study was to evaluate the effect of a mobile game (Amoo) implementation on enhancing the dietary information in patients with type II diabetes. METHODS A mobile game (called Amoo), which was developed for the self-education of patient with diabetes was applied. Sixty patients with type II diabetes were 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 intervention group: played the game for 15 minutes daily for 6 weeks, and control group: did not involve in the game. A post-intervention test was run to show a possible improvement in dietary information. RESULTS The results indicated a statistically significant difference between the pre and post test scores in the intervention group (p <0.0001). However, there was no significant difference in fasting blood sugar (p = 0.625). CONCLUSIONS The mobile game (Amoo) could enhance the knowledge of patients with type 2 diabetes about food calorie and glycemic index. This means that mobile games with educational value enhance learning process.