ReviewCurrent diabetes reports2016
Use of Gaming in Self-Management of Diabetes in Teens.
Review in Current diabetes reports, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06193967 (Enhancing Child Digital Dietary Self-monitoring), which is not on this map. Cited by 8 papers, 1 of them a synthesis that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Enhancing Child Digital Dietary Self-monitoring: Proof-of-concept Trial
Who cites it
8 citing papers in PubMed, 1 synthesis or guideline pooled it, 16 citations in OpenAlex.
- Impact of digital health interventions for adolescents with type 1 diabetes mellitus on health literacy: a systematic review.BMC endocrine disorders · 2023Pooled it
- Numeracy in Adolescents With Type 1 Diabetes: Assessment and Application of a Video Game Intervention.Cureus · 2026Article
- Article
- Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review.Journal of diabetes science and technology · 2022Article
- Standardized evaluation of the quality and persuasiveness of mobile health applications for diabetes management.Scientific reports · 2022Article
- Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis.Healthcare (Basel, Switzerland) · 2020Review
- Conceptual framework for designing video games for children with type 1 diabetes.Revista latino-americana de enfermagem · 2019Article
- Use of Mobile Health Technology in the Prevention and Management of Diabetes Mellitus.Current cardiology reports · 2016Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
With the growing prevalence of diabetes in teens and frequent concomitant problems with adherence, adolescents are a frequent target for diabetes self-management support and education. Due to widespread use of technology among teens in general, the use of serious games, games used for purposes beyond entertainment with the intention to educate and support health behavior for teens with diabetes self-management, is an emerging and promising practice. This report explores games intended for teens with diabetes, how the use of games may enhance clinical practice, and provides suggestions for future research and better utilization of these technologies. Current research on the use of gaming for promoting diabetes management in teens is fairly limited, with some initial support for improvements in both behavioral and clinical outcomes among teens. More research is clearly needed in order to further determine how gaming can best be utilized to impact health outcomes in these teens, as well as potential mechanisms of change.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.