SugarVita: a Digital Board Game
SugarVita: an Educative Digital Board Game for Self-management in Diabetes
1 other identifier
interventional
50
1 country
1
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable diabetes-mellitus-type-2
Started Apr 2024
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
April 1, 2024
CompletedFirst Submitted
Initial submission to the registry
April 10, 2024
CompletedFirst Posted
Study publicly available on registry
April 30, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
May 1, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
June 1, 2025
CompletedApril 30, 2024
April 1, 2024
1.1 years
April 10, 2024
April 26, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
To assess the impact of SugarVita on self-management
This will be measured by filling in the Diabetes Management Self-Efficacy Scale (DSMES) at the beginning of the study (week 1) and at the end (week 8). This is a dutch validated questionnaire consisting of 20 questions. A higher score indicates a higher estimated level of self-management.
8 weeks
To assess the impact of SugarVita on self-confidence
This will be measured by filling in the 'Confidence in Diabetes Self-car Scale' questionnaire at the beginning of the study (week 1) and at the end (week 8). This is a dutch validated questionnaire consisting of 20 questions. A higher score indicates a higher estimated level of self-confidence.
8 weeks
To assess the impact of SugarVita on diabetes related knowledge
This will be measured by filling in a self created dutch questionnaire concerning questions about diabetes knowledge. This questionnaire will be filled in at the beginning of the study (week 1) and at the end (week 8). This self-developed questionnaire consisting of 19 questions. A higher score indicates a higher estimated level of diabetes related knowledge.
8 weeks
Secondary Outcomes (3)
To evaluate the patients perception on SugarVita and the usage of using digital games as an educational tool
8 weeks
To gather data from player performances in SugarVita (how long do participants play SugarVita in minutes)
8 weeks
To gather data from player performances in SugarVita (how many times do they log into the game, frequency will be measured)
8 weeks
Study Arms (2)
SugarVita
EXPERIMENTALParticipants in the intervention group will download and play the app SugarVita on their mobile phone or tablet, or they can borrow a tablet from the research group. All participants are requested to fill in questionnaires concerning diabetes related topics at the start of the study, and after 8 weeks
Standard care
NO INTERVENTIONParticipants in the control group will receive standard care, the usual care that is being given at the outpatient clinic. All participants are requested to fill in questionnaires concerning diabetes related topics at the start of the study, and after 8 weeks
Interventions
Serious digital game (application) that can be played on mobile phone, tablet or personal computer. Self-developed game.
Eligibility Criteria
You may qualify if:
- Informed consent obtained before trial related activities
- Diagnosed with T2DM
- HbA1c levels \> 64 mmol/mol (before start of study)
- BMI \> 25 kg/m2
- Age above 18 years
- Patient's language skills are sufficient for participation
- Subject has a smartphone or tablet and is willing to install the needed application on it
You may not qualify if:
- Pregnancy or breastfeeding women
- Malignancy except basal and squamous cell skin cancer
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Maxima Medical Centre
Eindhoven, North Brabant, 5631 BM, Netherlands
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- SUPPORTIVE CARE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal investigator
Study Record Dates
First Submitted
April 10, 2024
First Posted
April 30, 2024
Study Start
April 1, 2024
Primary Completion
May 1, 2025
Study Completion
June 1, 2025
Last Updated
April 30, 2024
Record last verified: 2024-04