ArticleJMIR diabetes2026
A Serious Digital Game (SugarVita) to Support Diabetes Self-Management: Pilot Randomized Controlled Trial.
Article in JMIR diabetes, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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Authors and funding
8 authors.
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Abstract
Background: Serious digital games have been proposed as a novel approach to support diabetes education and self-management, but evidence regarding their effectiveness remains limited. Objective: This study aimed to evaluate the effects of SugarVita, a serious game for people with type 2 diabetes, on diabetes-related knowledge, self-confidence, and self-management. Secondary outcomes included hemoglobin A1c (HbA1c), engagement, and user evaluation. Methods: In this pilot randomized controlled trial, 30 adults with type 2 diabetes were randomized to SugarVita plus standard care or standard care alone for 8 weeks. Outcomes were assessed before and after the intervention using validated questionnaires and laboratory HbA1c values. Within-group changes were analyzed using Wilcoxon signed-rank tests and between-group differences using Mann-Whitney U tests. Bonferroni correction was applied for multiple primary outcomes. Results: No statistically significant between-group differences were observed for diabetes-related knowledge, self-confidence, or self-management after correction for multiple testing. Both groups showed numerical improvements over time. HbA1c decreased significantly within the intervention group (median 73.0, IQR 70.8-81.5 to median 64.5, IQR 60.8-72.0 mmol/mol; P=.007), whereas no significant change was observed in the control group. Greater total playtime was moderately associated with HbA1c reduction. User evaluations indicated high perceived educational value. Conclusions: Participants reported positive experiences with SugarVita and perceived the game as educational and user-friendly. No statistically significant between-group differences were observed for the primary outcomes. These findings support the feasibility and acceptability of SugarVita as a digital educational intervention and warrant further evaluation in larger studies.
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