BACKGROUND
Nowadays digital games are not just an entertainment, but beside the routine treatments, they are being used in patient cares especially in patients with diabetes, a high prevalence disease in the world. Application of digital games in patient education could improve self-management of diabetes.
OBJECTIVE
The aim of the present study was to evaluate the effect of a mobile game (Amoo) implementation on enhancing the dietary information in patients with type II diabetes.
METHODS
A mobile game (called Amoo), which was developed for the self-education of patient with diabetes was applied. Sixty patients with type II diabetes were participated in the study. The participants took part in a pre-intervention test to determine their dietary information. The participants were randomly divided into one of two groups including intervention group: played the game for 15 minutes daily for 6 weeks, and control group: did not involve in the game. A post-intervention test was run to show a possible improvement in dietary information.
RESULTS
The results indicated a statistically significant difference between the pre and post test scores in the intervention group (p <0.0001). However, there was no significant difference in fasting blood sugar (p = 0.625).
CONCLUSIONS
The mobile game (Amoo) could enhance the knowledge of patients with type 2 diabetes about food calorie and glycemic index. This means that mobile games with educational value enhance learning process.