Swartwout Ellen, El-Zein Ashley, Deyo Patricia, Sweenie Rachel, Streisand Randi
O'Neil Center/GetWellNetwork, 7700 Old Georgetown Road, 4th Floor, Bethesda, MD, 20814, USA.
Center for Translational Science, Children's National Health System, 111 Michigan Ave., NW, Washington, DC, 20010, USA.
Curr Diab Rep. 2016 Jul;16(7):59. doi: 10.1007/s11892-016-0754-2.
With the growing prevalence of diabetes in teens and frequent concomitant problems with adherence, adolescents are a frequent target for diabetes self-management support and education. Due to widespread use of technology among teens in general, the use of serious games, games used for purposes beyond entertainment with the intention to educate and support health behavior for teens with diabetes self-management, is an emerging and promising practice. This report explores games intended for teens with diabetes, how the use of games may enhance clinical practice, and provides suggestions for future research and better utilization of these technologies. Current research on the use of gaming for promoting diabetes management in teens is fairly limited, with some initial support for improvements in both behavioral and clinical outcomes among teens. More research is clearly needed in order to further determine how gaming can best be utilized to impact health outcomes in these teens, as well as potential mechanisms of change.
随着青少年糖尿病患病率的不断上升以及依从性方面频繁出现的相关问题,青少年成为糖尿病自我管理支持与教育的常见对象。由于青少年普遍广泛使用科技产品,严肃游戏(即用于娱乐之外目的、旨在教育和支持糖尿病青少年自我管理健康行为的游戏)的使用成为一种新兴且有前景的做法。本报告探讨了针对糖尿病青少年的游戏、游戏的使用如何改善临床实践,并为未来研究及更好地利用这些技术提供建议。目前关于利用游戏促进青少年糖尿病管理的研究相当有限,不过有一些初步证据支持游戏对青少年行为和临床结局的改善作用。显然需要更多研究来进一步确定如何最好地利用游戏来影响这些青少年的健康结局以及潜在的变化机制。