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This means that mobile games may serve as an educational aid to these patients.ĭiabetes Education Mobile Game Mobile-Health. Conclusion: The mobile game (Amoo) could enhance the knowledge of patients with type 2 diabetes about food calories and glycemic index. However, there was no significant difference in fasting blood sugar (p=0.125). Results: The results indicated a statistically significant difference between the pre and post test scores in the intervention group (p<0.001). A P-value less than 0.05 was considered as a significant level. Data were analyzed using paired t test and suitable non-parametric testes including Mann-Whitney and Wilcoxon signed rank tests as well as Spearman and Pearson correlation coefficients via IBM SPSS statistics version 21 (SPSS, v 21.0, IBM, Armonk, NY, USA). A post-intervention test was run to show a possible improvement in dietary information.

The participants were randomly divided into one of two groups, including the intervention group: played the game for 15 minutes daily for 6 weeks, and the control group: did not involve in the game. The participants took part in a pre-intervention test to determine their dietary information.

Sixty patients with type 2 diabetes participated in the study. Methods: A mobile game (called Amoo), which was developed by researchers of this study, was applied to assess the self-education of patients with diabetes. The aim of the present study was to evaluate the effect of a mobile game (Amoo) implementation on enhancing dietary information in patients with type 2 diabetes. Application of digital games in patient's education can improve self-management of diabetes. Background: Nowadays, digital games are not just entertainment, but beside routine treatments, they are used in patient care, especially in patients with diabetes.
