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RECRUITING
NCT06392178
NA

SugarVita: a Digital Board Game

Sponsor: Maxima Medical Center

View on ClinicalTrials.gov

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.

Official title: SugarVita: an Educative Digital Board Game for Self-management in Diabetes

Key Details

Gender

All

Age Range

18 Years - 99 Years

Study Type

INTERVENTIONAL

Enrollment

50

Start Date

2024-04-01

Completion Date

2025-06-01

Last Updated

2024-04-30

Healthy Volunteers

Yes

Interventions

DEVICE

SugarVita

Serious digital game (application) that can be played on mobile phone, tablet or personal computer. Self-developed game.

Locations (1)

Maxima Medical Centre

Eindhoven, North Brabant, Netherlands