Abstract
ABSTRACTAimTo explore the outcomes of testing an analogue game to incorporate person-centredness and peer dialogues in group-based diabetes education targeting people with type 2 diabetesDesignA quasi-experimental design inspired by realistic evaluation focusing on context, mechanisms and outcomes of the interventionMethodsIn March-July 2019, the game was tested among 76 people with type 2 diabetes and 17 healthcare professionals in 19 settings across nine Danish municipalities. Data consisted of audio recordings, individual and group interviews and questionnaires. Data were analysed using systematic text condensation and descriptive statistics.ResultsOutcomes of using the analogue game in diabetes education were: 1) a playful and relaxed atmosphere; 2) active engagement 3) reflections on diabetes-specific experiences; 4) structured and focused dialogues; 5) healthcare professionals gaining insight into the preferences and needs of participants; and 6) healthcare professionals experiencing peer dialogue as important to incorporate into education. Questionnaire responses showed that 92% of people with type 2 diabetes and 94% of healthcare professionals found that the game incorporated person-centredness and peer dialogues into diabetes education.ConclusionImplementing the analogue game as part of patient education facilitated peer support and person-centredness in a fun and playful way. Lack of time in diabetes education programmes and complicated game rules inhibited person-centeredness and peer dialogue.ImpactThe study provides novel insights into gaming as a method for promoting peer dialogue and person-centredness in diabetes education targeting people with type 2 diabetes.The game proved feasible as a structured tool to implement in group-based diabetes education.Implementing the game in diabetes education can help healthcare professionals provide diabetes education and support, which may improve quality of life and diabetes self-management skills.
Publisher
Cold Spring Harbor Laboratory