Phase II year
1992
(last award dollars: 1993)
We will develop and study an educational video for children with diabetes. The goal is to impart essential knowledge and encourage positive attitudes and behaviors. Diabetes is managed largely by patients themselves. Patient knowledge and attitudes are critical to the success of treatment. Phase I established the feasibility of using a computer game to teach children about diabetes. Concurrently, a prototype game was designed for a popular home-based video game system. Phase II will expand this prototype into a commercial quality educational video game and study its efficacy in diabetes-education in a controlled trial. Children with diabetes, ages 10 to 14, will receive the video game to use at home for two months. Researchers will measure the subject's knowledge of diabetes, attitudes, self-efficacy, behavior and metabolic control using pre-tests, post-tests and a six-month followup. The results will be compared with patients not receiving the intervention. As a check on the measures, the game cartridges will unobtrusively measure usage and the players' ability to master the diabetes-based game strategy. The researchers hypothesize that a properly designed educational intervention, combined with the intrinsic motivations of entertainment quality video games, could lead to significant improvements in the knowledge, attitudes, self-efficacy, behavior and metabolic control of children with diabetes.Awardee's statement of the potential commercial applications of the research:This research could result in a commercially viable educational video game for children with diabetes, which could be sold to parents, physicians and diabetes educators.National Institute of Diabetes and Digestive and Kidney Diseases (NIDDK)