Trial reportAmerican journal of preventive medicine2019
Novel Smartphone Game Improves Physical Activity Behavior in Type 2 Diabetes.
Trial report in American journal of preventive medicine, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT02657018 (Mobile Exergaming for Health - Effects of a Serious Game Application for Smartphones on Physical Activity and Exercise Adherence in Type 2 Diabetes Mellitus), which is not on this map. Cited by 35 papers, 11 of them syntheses 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.
Mobile Exergaming for Health - Effects of a Serious Game Application for Smartphones on Physical Activity and Exercise Adherence in Type 2 Diabetes Mellitus (Randomized Controlled Trial)
Who cites it
35 citing papers in PubMed, 11 syntheses or guidelines pooled it, 69 citations in OpenAlex.
- Reporting Gaps in mHealth Intervention Studies for Adults With Diabetes: Systematic Review.JMIR mHealth and uHealth · 2026Pooled it
- Effects of mobile health application interventions on glycolipid metabolism and quality of life in patients with type 2 diabetes mellitus: a systematic review and meta-analysis.Frontiers in medicine · 2026Pooled it
- Effects of Lifestyle Interventions to Promote Physical Activity on Physical Activity and Glycated Hemoglobin in Patients with Type 2 Diabetes: a Systematic Review and Meta-Analysis.Sports medicine (Auckland, N.Z.) · 2025Pooled it
- A scoping review of the feasibility, usability, and efficacy of digital interventions in older adults concerning physical activity and/or exercise.Frontiers in aging · 2025Pooled it
- Digital Behavior Change Interventions to Reduce Sedentary Behavior and Promote Physical Activity in Adults with Diabetes: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.International journal of behavioral medicine · 2024Pooled it
- Prognostic effectiveness of interactive vs. non-interactive mobile app interventions in type 2 diabetes: a systematic review and meta-analysis.Archives of public health = Archives belges de sante publique · 2024Pooled it
- Alexa, let's train now! - A systematic review and classification approach to digital and home-based physical training interventions aiming to support healthy cognitive aging.Journal of sport and health science · 2024Pooled it
- Benefits and Harms of Digital Health Interventions Promoting Physical Activity in People With Chronic Conditions: Systematic Review and Meta-Analysis.Journal of medical Internet research · 2023Pooled it
- Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials.Journal of medical Internet research · 2022Pooled it
- Gamification for Family Engagement in Lifestyle Interventions: A Systematic Review.Prevention science : the official journal of the Society for Prevention Research · 2021Pooled it
- Effectiveness of Disease-Specific mHealth Apps in Patients With Diabetes Mellitus: Scoping Review.JMIR mHealth and uHealth · 2021Pooled it
- A randomized controlled trial of an app-based intervention on physical activity and glycemic control in people with type 2 diabetes.BMC medicine · 2024Trial
- Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot.The international journal of behavioral nutrition and physical activity · 2023Trial
- Gamification Elements in Physical Activity Interventions: Scoping Review and Taxonomy Based on the Octalysis Framework.JMIR serious games · 2026Review
- A Serious Digital Game (SugarVita) to Support Diabetes Self-Management: Pilot Randomized Controlled Trial.JMIR diabetes · 2026Article
- Effectiveness of computer game-based rehabilitation protocol on the health-related quality of life and glycosylated hemoglobin in elderly diabetics.Journal of education and health promotion · 2026Article
- The Impact of a Digital Peer-Supported App on Daily Steps and Lifestyle Changes Among Individuals With Prediabetes and Early-Stage Type 2 Diabetes: Prospective, Nonrandomized Controlled Trial.JMIR formative research · 2025Article
- A Design Framework for Microintervention Software Technology in Digital Health: Critical Interpretive Synthesis.Journal of medical Internet research · 2025Article
- Effectiveness of a Smartphone App to Promote Physical Activity Among Persons With Type 2 Diabetes: Randomized Controlled Trial.Interactive journal of medical research · 2024Article
- Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis.JMIR serious games · 2024Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
8 authors at 3 institutions in 3 countries.
Funding
Abstract
introductionMany type 2 diabetes patients show insufficient levels of physical activity and are often unmotivated to change physical activity behaviors. This study investigated whether a newly developed smartphone game delivering individualized exercise and physical activity promotion through an elaborate storyline can generate sustained improvements in daily physical activity (steps/day). STUDY
designThirty-six participants were enrolled in this 24-week RCT between August 2016 and April 2018. After baseline assessment, participants were randomized in equal numbers to the intervention or control condition. Data analysis was performed in May-June 2018. SETTING/
participantsInactive, overweight type 2 diabetes patients, aged 45-70 years, were recruited through advertising and from hospitals and diabetes care centers in the Basel, Switzerland, metropolitan area.
interventionParticipants were instructed to play the innovative smartphone game (intervention group) or to implement the recommendations from the baseline lifestyle counseling (control group) autonomously during the 24-week intervention period.
main outcome measuresPrimary outcomes were changes in daily physical activity (steps/day); changes in aerobic capacity, measured as oxygen uptake at the first ventilatory threshold; and changes in glycemic control, measured as HbA1c.
resultsDaily physical activity increased by an average of 3,998 (SD=1,293) steps/day in the intervention group and by an average of 939 (SD=1,156) steps/day in the control group. The adjusted difference between the two groups was 3,128 steps/day (95% CI=2,313, 3,943, p<0.001). The increase in daily physical activity was accompanied by an improved aerobic capacity (adjusted difference of oxygen uptake at the first ventilatory threshold of 1.9 mL/(kg·min), 95% CI=0.9, 2.9, p<0.001). Glycemic control (HbA1c) did not change over the course of the intervention.
conclusionsA novel, self-developed smartphone game, delivering multidimensional home-based exercise and physical activity promotion, significantly increases daily physical activity (steps/day) and aerobic capacity in inactive type 2 diabetes patients after 24 weeks. The ability of the game to elicit a sustained physical activity motivation may be relevant for other inactive target groups with chronic diseases.
trial registrationThis study is registered at www.clinicaltrials.gov NCT02657018.
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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.