Clinical Trial Details
— Status: Recruiting
Administrative data
NCT number |
NCT06392178 |
Other study ID # |
N24.020. |
Secondary ID |
|
Status |
Recruiting |
Phase |
N/A
|
First received |
|
Last updated |
|
Start date |
April 1, 2024 |
Est. completion date |
June 1, 2025 |
Study information
Verified date |
April 2024 |
Source |
Maxima Medical Center |
Contact |
Edouard Reinders, MD |
Phone |
0031408886300 |
Email |
edouard.reinders[@]mmc.nl |
Is FDA regulated |
No |
Health authority |
|
Study type |
Interventional
|
Clinical Trial 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.
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 player's 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 player's 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 relative's
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.