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用于糖尿病患者血糖控制的电子互动游戏:系统评价与荟萃分析

Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis.

作者信息

Yao WenQi, Han YiBing, Yang Li, Chen Ying, Yan ShengZhe, Cheng YanZhen

机构信息

Department of Endocrinology, Zhujiang Hospital of Southern Medical University, Guangzhou, China.

Department of Nutrition, Zhujiang Hospital of Southern Medical University, Guangzhou, China.

出版信息

JMIR Serious Games. 2024 Feb 12;12:e43574. doi: 10.2196/43574.

Abstract

BACKGROUND

Several electronic interventions have been used to improve glycemic control in patients with diabetes. Electronic interactive games specific to physical activity are available, but it is unclear if these are effective at improving glycemic control in patients with diabetes.

OBJECTIVE

This study aimed to determine the effects of electronic game-based interventions on glycemic control in patients with diabetes.

METHODS

Relevant studies that were published before April 1, 2023, were searched from 5 databases: PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Eligibility criteria included prospective studies examining the relationship between electronic games with physical activities or diet education and glycemic control as the outcome. The risk of bias was assessed using the Cochrane risk-of-bias tool. All analyses were conducted using RevMan5.4.1. Depending on the heterogeneity across studies, the pooled effects were calculated using fixed-effects or random-effects models.

RESULTS

Participants from 9 studies were included and assessed. Glycated hemoglobin (HbA) and fasting blood glucose improved in the intervention group, although the analysis revealed no significant reduction in HbA (-0.09%, 95% CI -0.29% to 0.10%) or fasting blood glucose (-0.94 mg/dL, 95% CI -9.34 to 7.46 mg/dL). However, the physical activity of individuals in the intervention group was significantly higher than that of those in the control group (standardized mean difference=0.84, 95% CI 0.30 to 1.38; P=.002). Other outcomes, such as weight and blood lipids, exhibited no significant improvement (all P>.05).

CONCLUSIONS

Electronic games had a good impact on participants' physical activity and offered an advantage in glycemic control without reaching statistical significance. Electronic games are convenient for reminders and education. Low-intensity exercise games may not be considered a better adjuvant intervention to improve diabetes self-management care.

摘要

背景

多种电子干预措施已被用于改善糖尿病患者的血糖控制。有专门针对体育活动的电子互动游戏,但尚不清楚这些游戏对改善糖尿病患者的血糖控制是否有效。

目的

本研究旨在确定基于电子游戏的干预措施对糖尿病患者血糖控制的影响。

方法

从5个数据库(PubMed、Embase、Web of Science、Scopus和Cochrane图书馆)中检索2023年4月1日前发表的相关研究。纳入标准包括前瞻性研究,该研究考察电子游戏与体育活动或饮食教育之间的关系,并将血糖控制作为结果。使用Cochrane偏倚风险工具评估偏倚风险。所有分析均使用RevMan5.4.1进行。根据各研究之间的异质性,使用固定效应或随机效应模型计算合并效应。

结果

纳入并评估了9项研究的参与者。干预组糖化血红蛋白(HbA)和空腹血糖有所改善,尽管分析显示HbA(-0.09%,95%CI -0.29%至0.10%)或空腹血糖(-0.94mg/dL,95%CI -9.34至7.46mg/dL)没有显著降低。然而,干预组个体的体育活动显著高于对照组(标准化均数差=0.84,95%CI 0.30至1.38;P=0.002)。其他结果,如体重和血脂,没有显著改善(所有P>0.05)。

结论

电子游戏对参与者的体育活动有良好影响,在血糖控制方面具有优势,但未达到统计学意义。电子游戏便于提醒和教育。低强度运动游戏可能不被视为改善糖尿病自我管理护理的更好辅助干预措施。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6146/10897792/d57ad4f92242/games_v12i1e43574_fig1.jpg

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