Viewing Study NCT06392178



Ignite Creation Date: 2024-05-06 @ 8:28 PM
Last Modification Date: 2024-10-26 @ 3:28 PM
Study NCT ID: NCT06392178
Status: RECRUITING
Last Update Posted: 2024-04-30
First Post: 2024-04-10

Brief Title: SugarVita a Digital Board Game
Sponsor: Maxima Medical Center
Organization: Maxima Medical Center

Study Overview

Official Title: SugarVita an Educative Digital Board Game for Self-management in Diabetes
Status: RECRUITING
Status Verified Date: 2024-04
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: False
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: None
Brief Summary: The serious digital game SugarVita is a collaborative effort between the Máxima Medical Centre MMC and Eindhoven University of Technology TUe intending to enhance self-management for individuals with diabetes As a mobile application available on smartphones and tablets SugarVita emerged from cooperative design sessions involving patients diagnosed with diabetes The average age of type 2 diabetes patients in the Netherlands exceeds 50 years Following extensive discussions with these patients the decision was made to model SugarVita after a digital board game reminiscent of the classic board game ganzenbord Game of the Goose In SugarVita players experience a day in the life of an individual with diabetes making choices regarding dietary habits physical activity and medication intake Throughout this simulated day the blood glucose level serves as a central theme Players earn points by effectively managing their blood glucose levels SugarVita can be played together with relatives or friends The game aims to give people with diabetes more control over their chronic condition Self-care is now seen as the primary approach to diabetes which is a complex multi-faceted task where training and education are crucial Importantly SugarVita recognizes that a conventional dry explanation may not resonate with everyone
Detailed Description: The majority of diabetes mellitus patients in the Netherlands are aged 50 and above predominantly diagnosed with type 2 diabetes mellitus Patient education in this context primarily occurs through consultations with healthcare professionals such as general practitioners internists and diabetes nurses However these interactions alone may not comprehensively address the complexities associated with managing a chronic condition like diabetes Consequently self-education constitutes a crucial role in empowering patients to cope with their disease In response to this need the investigators have developed SugarVita a serious game designed to facilitate patient training and skill development in diabetes regulation within the comfort of their homes through playful learning

Previous studies have indicated that serious diabetes games can enhance patient self-management potentially leading to controlled or reduced healthcare costs although the impact on HbA1c levels is often modest SugarVita distinguishes itself by visualizing the short-term effects of a players decisions on their glycemic levels and providing rewards for healthy and appropriate choices The ultimate goal is to encourage the cultivation of health-promoting behaviors in daily life

SugarVita adopts the format of a digital board game akin to the Game of the Goose where players progress through the board by rolling a dice The SugarVita board comprises a circular arrangement of tiles mirroring a full day 24 hours with each tile representing a 20-minute interval Players traverse the day encountering various events such as meals activities and emotional experiences all presented in a digital gaming format The board features distinct pathways corresponding to workdays outdoor days and leisure days Players enter the game through a personalized setup facilitated by the simulator The primary objective for players is to maintain their glucose levels within a safe range and therefore earn points by doing so While immersed in the game players assume the perspective of an individual with diabetes navigating the daily decisions inherent to the condition In this interactive experience players make choices regarding their food intake engage in physical activities and manage medication usage including insulin doses The repercussions of these decisions are reflected in the game through a visible glucose meter dynamically responding to the players actions Points are awarded when the glucose meter remains within the target range creating a learning environment through gameplay and direct feedback The player achieving the highest score emerges as the winner

The multiplayer aspect of SugarVita allows patients with diabetes to engage in the game alongside their relatives fostering discussions about the diverse choices made during gameplay This collaborative approach enhances mutual understanding of a relatives condition providing additional support The unique multiplayer feature of SugarVita distinguishes it from other diabetes games Involving the social network of patients can potentially contribute to the development of healthier habits

Designed for the largest segment of diabetes patients namely young seniors aged 50 to 75 with type 2 diabetes SugarVita targets lifestyle and habit changes crucial for disease management Our clinical experience underscores the challenges these patients face in altering their habits and understanding the intricacies of glucose level regulation Within the young senior demographic considerable variations exist including differences in educational attainment and attitudes towards personal health Some individuals may be illiterate and display minimal concern for their health while others are motivated to initiate positive changes Recognizing these differences the investigators adopted varied approaches to appeal to distinct patient types Target group interviews further revealed that our audience enjoys board games expresses openness to digital games and prefers playing on tablets or mobile phones While our primary focus is on young senior type 2 patients SugarVita aims to be appealing to a broader audience including other diabetes patients their relatives and caregivers

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: False
Is a FDA Regulated Device?: False
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None