posted on 2018-01-09, 00:00authored byL. Ruggiero, A. Moadsiri, L.T. Quinn, B.B. Riley
Background: Diabetes is a serious worldwide public health challenge. The burden of diabetes, including prevalence and risk
of complications, is greater for minorities, particularly African Americans. Internet-based immersive virtual worlds offer a unique
opportunity to reach large and diverse populations with diabetes for self-management education and support.
Objective: The objective of the study was to examine the acceptability, usage, and preliminary outcome of a virtual world
intervention, Diabetes Island, in low-income African Americans with type 2 diabetes. The main hypotheses were that the
intervention would: (1) be perceived as acceptable and useful; and (2) improve diabetes self-care (eg, behaviors and barriers) and
self-care related outcomes, including glycemic control (A1C), body mass index (BMI), and psychosocial factors (ie, empowerment
and distress) over six months.
Methods: The evaluation of the intervention impact used a single-group repeated measures design, including three assessment
time points: (1) baseline, (2) 3 month (mid intervention), and (3) 6 month (immediate post intervention). Participants were recruited
from a university primary care clinic. A total of 41 participants enrolled in the 6 month intervention study. The intervention
components included: (1) a study website for communication, feedback, and tracking; and (2) access to an immersive virtual
world (Diabetes Island) through Second Life, where a variety of diabetes self-care education activities and resources were available.
Outcome measures included A1C, BMI, self-care behaviors, barriers to adherence, eating habits, empowerment, and distress. In
addition, acceptability and usage were examined. A series of mixed-effects analyses, with time as a single repeated measures
factor, were performed to examine preliminary outcomes.
Results: The intervention study sample (N=41) characteristics were: (1) mean age of 55 years, (2) 71% (29/41) female, (3)
100% (41/41) African American, and (4) 76% (31/41) reported annual incomes below US $20,000. Significant changes over time
in the expected direction were observed for BMI (P<.02); diabetes-related distress (P<.02); global (P<.01) and dietary (P<.01)
environmental barriers to self-care; one physical activity subscale (P<.04); and one dietary intake (P<.01) subscale. The participant
http://games.jmir.org/2014/2/e10/ JMIR Serious Games 2014 | vol. 2 | iss. 2 | e10 | p.1
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JMIR SERIOUS GAMES Ruggiero et al
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RenderXfeedback regarding the intervention (eg, ease of use, interest, and perceived impact) was consistently positive. The usage patterns
showed that the majority of participants logged in regularly during the first two months, and around half logged in each week on
average across the six month period.
Conclusions: This study demonstrated promising initial results of an immersive virtual world approach to reaching underserved
individuals with diabetes to deliver diabetes self-management education. This intervention model and method show promise and
could be tailored for other populations. A large scale controlled trial is needed to further examine efficacy.
Funding
The National Library of Medicine of the National Institutes of Health under grant number 1RC1LM010656-01 supported research
reported in this publication. The content is solely the responsibility of the authors, and does not necessarily represent the official
views of the National Institutes of Health or the position or policy of the Department of Veterans Affairs or the United States
government.