Related Experiment Video
Updated: Jun 23, 2026

A High-Throughput Multiplexed Screening for Type 1 Diabetes, Celiac Diseases, and COVID-19
Published on: July 5, 2022
Application of gamified interventions in children with type 1 diabetes: a scoping review
Yinghui Guan1, Jianhui Xie2, Fangyuan Wang3
1School of Nursing, Hunan University of Chinese Medicine, Changsha, China.
Insights
Gamified interventions show promise for managing type 1 diabetes (T1DM) in children, improving control and self-management. However, many studies lack theoretical grounding and long-term outcome data.
Area of Science:
- Pediatric Endocrinology
- Digital Health Interventions
- Behavioral Science
Background:
- Type 1 diabetes (T1DM) presents significant self-management challenges for pediatric populations.
- Gamified interventions offer a potential strategy to support children with T1DM.
- Existing evidence on gamified interventions for T1DM in children is fragmented.
Conclusions:
- Gamified interventions are a promising approach for T1DM management in children, aligning with developmental needs.
- Current interventions often lack a strong theoretical framework and evidence of sustained benefits.
- Future research should focus on theory-driven design and rigorous long-term evaluations for sustained impact.
Background:
Type 1 diabetes poses substantial self-management challenges for children. Gamified interventions are a promising strategy to support this population, yet evidence on their design, implementation, and reported outcomes remains scattered. This scoping review aims to systematically map the international evidence on gamified interventions for children with T1DM, focusing on their characteristics, delivery, and outcomes.
Methods:
Following the Arksey and O'Malley framework, this scoping review systematically searched six databases (PubMed, CINAHL, Embase, Scopus, Cochrane Library, Web of Science) from January 1, 2010, to January 25, 2026. We also examined reference lists and performed citation tracking.
Results:
Twenty-three of 762 retrieved articles were included. Interventions were primarily delivered via mobile applications (52%) and websites (17%). The most common gamification elements were goal setting, challenges, and fun (each 96%); social features were less frequent (35%). Most studies (70%) lacked an explicit theoretical framework, and intervention durations varied widely. The interventions demonstrated benefits for glycemic control, self-management, knowledge, and psychological distress, but inconsistent effects on quality of life. They were generally feasible, usable, and acceptable.
Conclusion:
Gamified interventions represent a promising approach to T1DM management in children, aligning well with their developmental needs. However, current studies often lack a theoretical foundation and evidence of sustained benefits. Future work should prioritize theory-driven design and rigorous long-term evaluation.
Protocol Registration:
This review protocol is registered on the Open Science Framework (OSF) and accessible via the following link: https://doi.org/10.17605/OSF.IO/MN6AE .
Related Concept Videos
Diabetes Mellitus: Overview and Type I Subtype
Type 1 diabetes is an autoimmune disease in which the immune system mistakenly attacks and destroys the insulin-producing beta cells in the pancreas. As a result, the body is unable to produce sufficient insulin, and individuals with...
Diabetes Mellitus: Type 2 and Gestational
Type I Diabetes I: Introduction
Type II Diabetes I: Introduction
Diabetes: Management and Pharmacotherapy
Insulin remains the cornerstone of treatment for most patients with type 1 and many...
Type I Diabetes II: Pathophysiology