Brown S J, Lieberman D A, Germeny B A, Fan Y C, Wilson D M, Pasta D J
Raya Systems Inc., Mountain View, CA 94040, USA.
Med Inform (Lond). 1997 Jan-Mar;22(1):77-89. doi: 10.3109/14639239709089835.
Packy & Marlon, an interactive video game designed to improve self-care among children and adolescents with diabetes, was evaluated in a six-month randomized controlled trial. In the game, players take the role of animated characters who manage their diabetes by monitoring blood glucose, taking insulin injections, and choosing foods, while setting out to save a diabetes summer camp from marauding rats and mice who have stolen the diabetes supplies. Study participants were patients aged 8 to 16 from two separate diabetes clinics. Each participant received a Super Nintendo video game system at an initial clinic visit and was randomly assigned to receive either Packy & Marlon (treatment group, N = 31) or an entertainment video game containing no diabetes-related content (control group, N = 28). Participants were interviewed and a parent filled out a questionnaire at baseline, three months, and six months. The findings in this study indicate that well-designed, educational video games can be effective interventions. There was improvement in the treatment group relative to the control group in terms of diabetes-related self-efficacy (p = 0.07), communication with parents about diabetes (p = 0.025), and self-care behaviours (p = 0.003), and a decrease in unscheduled urgent doctor visits (p = 0.08). There were no significant differences between the groups in knowledge about diabetes or in glycated haemoglobin (HbA1c) levels. Since participants in the study were in general well-controlled patients who were receiving excellent medical care, future research is contemplated involving youngsters who are not under good glycaemic control.
一款旨在改善糖尿病儿童和青少年自我护理能力的互动视频游戏《帕基与马龙》,在一项为期六个月的随机对照试验中接受了评估。在游戏中,玩家扮演动画角色,通过监测血糖、注射胰岛素和选择食物来管理自己的糖尿病,同时着手拯救一个被偷走糖尿病用品的夏令营,这些用品被老鼠掠夺。研究参与者是来自两家不同糖尿病诊所的8至16岁患者。每位参与者在首次诊所就诊时都收到了一台超级任天堂视频游戏系统,并被随机分配接受《帕基与马龙》(治疗组,N = 31)或一款不含糖尿病相关内容的娱乐视频游戏(对照组,N = 28)。在基线、三个月和六个月时对参与者进行了访谈,并由家长填写了一份问卷。本研究的结果表明,精心设计的教育视频游戏可以成为有效的干预措施。与对照组相比,治疗组在糖尿病相关的自我效能感(p = 0.07)、与父母关于糖尿病的沟通(p = 0.025)和自我护理行为(p = 0.003)方面有所改善,并且非计划紧急就医次数有所减少(p = 0.08)。两组在糖尿病知识或糖化血红蛋白(HbA1c)水平方面没有显著差异。由于该研究的参与者总体上是病情得到良好控制且接受优质医疗护理的患者,因此考虑未来开展涉及血糖控制不佳的青少年的研究。