TY - JOUR AU - Yao, WenQi AU - Han, YiBing AU - Yang, Li AU - Chen, Ying AU - Yan, ShengZhe AU - Cheng, YanZhen PY - 2024 DA - 2024/2/12 TI - Electronic Interactive Games for Glycemic Control in Individuals With Diabetes: Systematic Review and Meta-Analysis JO - JMIR Serious Games SP - e43574 VL - 12 KW - electronic game KW - physical activity KW - diet KW - diabetes mellitus KW - glycemic control AB - Background: Several electronic interventions have been used to improve glycemic control in patients with diabetes. Electronic interactive games specific to physical activity are available, but it is unclear if these are effective at improving glycemic control in patients with diabetes. Objective: This study aimed to determine the effects of electronic game–based interventions on glycemic control in patients with diabetes. Methods: Relevant studies that were published before April 1, 2023, were searched from 5 databases: PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Eligibility criteria included prospective studies examining the relationship between electronic games with physical activities or diet education and glycemic control as the outcome. The risk of bias was assessed using the Cochrane risk-of-bias tool. All analyses were conducted using RevMan5.4.1. Depending on the heterogeneity across studies, the pooled effects were calculated using fixed-effects or random-effects models. Results: Participants from 9 studies were included and assessed. Glycated hemoglobin (HbA1c) and fasting blood glucose improved in the intervention group, although the analysis revealed no significant reduction in HbA1c (−0.09%, 95% CI −0.29% to 0.10%) or fasting blood glucose (−0.94 mg/dL, 95% CI −9.34 to 7.46 mg/dL). However, the physical activity of individuals in the intervention group was significantly higher than that of those in the control group (standardized mean difference=0.84, 95% CI 0.30 to 1.38; P=.002). Other outcomes, such as weight and blood lipids, exhibited no significant improvement (all P>.05). Conclusions: Electronic games had a good impact on participants’ physical activity and offered an advantage in glycemic control without reaching statistical significance. Electronic games are convenient for reminders and education. Low-intensity exercise games may not be considered a better adjuvant intervention to improve diabetes self-management care. SN - 2291-9279 UR - https://games.jmir.org/2024/1/e43574 UR - https://doi.org/10.2196/43574 UR - http://www.ncbi.nlm.nih.gov/pubmed/38345856 DO - 10.2196/43574 ID - info:doi/10.2196/43574 ER -