{"title":"游戏系统:有趣的连续血糖监测仪界面可改善儿童的血糖结果。","authors":"Farhaneh Ahmadi, Alonso Lucero","doi":"10.1177/19322968231223759","DOIUrl":null,"url":null,"abstract":"<p><p>Achieving optimal glycemic control in children with type 1 diabetes (T1D) is challenging even when wearing a continuous glucose monitor (CGM). We measured the impact of eddii, a gamified real-time app connected to a CGM, on glycemic control. An open label, eight-week randomized controlled trial (RCT) compared glycemic control utilizing the gamified CGM app connected to Dexcom G6 with only Dexcom G6 usage. Children with T1D using Dexcom G6 were enrolled (N=92, ages 5-12 years). Time-in-range (TIR) data were collected four weeks prior to and during the study period. The gamified CGM app utilization effect was measured by difference-in-difference (D-I-D) models. The TIR and time-above-range (TAR) improved among users of the gamified CGM app; 5.38% higher and 5.80% lower than controls (<i>P</i> = .001 and <i>P</i> = .019, respectively).</p>","PeriodicalId":15475,"journal":{"name":"Journal of Diabetes Science and Technology","volume":" ","pages":"836-842"},"PeriodicalIF":4.1000,"publicationDate":"2025-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11572176/pdf/","citationCount":"0","resultStr":"{\"title\":\"Gaming the System: A Fun Continuous Glucose Monitor Interface Improves Glycemic Outcomes for Children.\",\"authors\":\"Farhaneh Ahmadi, Alonso Lucero\",\"doi\":\"10.1177/19322968231223759\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>Achieving optimal glycemic control in children with type 1 diabetes (T1D) is challenging even when wearing a continuous glucose monitor (CGM). We measured the impact of eddii, a gamified real-time app connected to a CGM, on glycemic control. An open label, eight-week randomized controlled trial (RCT) compared glycemic control utilizing the gamified CGM app connected to Dexcom G6 with only Dexcom G6 usage. Children with T1D using Dexcom G6 were enrolled (N=92, ages 5-12 years). Time-in-range (TIR) data were collected four weeks prior to and during the study period. The gamified CGM app utilization effect was measured by difference-in-difference (D-I-D) models. The TIR and time-above-range (TAR) improved among users of the gamified CGM app; 5.38% higher and 5.80% lower than controls (<i>P</i> = .001 and <i>P</i> = .019, respectively).</p>\",\"PeriodicalId\":15475,\"journal\":{\"name\":\"Journal of Diabetes Science and Technology\",\"volume\":\" \",\"pages\":\"836-842\"},\"PeriodicalIF\":4.1000,\"publicationDate\":\"2025-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11572176/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Diabetes Science and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/19322968231223759\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2024/1/11 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"Q2\",\"JCRName\":\"ENDOCRINOLOGY & METABOLISM\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Diabetes Science and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/19322968231223759","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2024/1/11 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"ENDOCRINOLOGY & METABOLISM","Score":null,"Total":0}
Gaming the System: A Fun Continuous Glucose Monitor Interface Improves Glycemic Outcomes for Children.
Achieving optimal glycemic control in children with type 1 diabetes (T1D) is challenging even when wearing a continuous glucose monitor (CGM). We measured the impact of eddii, a gamified real-time app connected to a CGM, on glycemic control. An open label, eight-week randomized controlled trial (RCT) compared glycemic control utilizing the gamified CGM app connected to Dexcom G6 with only Dexcom G6 usage. Children with T1D using Dexcom G6 were enrolled (N=92, ages 5-12 years). Time-in-range (TIR) data were collected four weeks prior to and during the study period. The gamified CGM app utilization effect was measured by difference-in-difference (D-I-D) models. The TIR and time-above-range (TAR) improved among users of the gamified CGM app; 5.38% higher and 5.80% lower than controls (P = .001 and P = .019, respectively).
期刊介绍:
The Journal of Diabetes Science and Technology (JDST) is a bi-monthly, peer-reviewed scientific journal published by the Diabetes Technology Society. JDST covers scientific and clinical aspects of diabetes technology including glucose monitoring, insulin and metabolic peptide delivery, the artificial pancreas, digital health, precision medicine, social media, cybersecurity, software for modeling, physiologic monitoring, technology for managing obesity, and diagnostic tests of glycation. The journal also covers the development and use of mobile applications and wireless communication, as well as bioengineered tools such as MEMS, new biomaterials, and nanotechnology to develop new sensors. Articles in JDST cover both basic research and clinical applications of technologies being developed to help people with diabetes.