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A Serious Digital Game (SugarVita) to Support Diabetes Self-Management: Pilot Randomized Controlled Trial
Edouard Reinders1,2,3, Elma Cruts-Van de Meulengraaf4, Ryan De Vries3
1Internal Medicine, Maastricht University Medical Centre, Maastricht, Limburg, The Netherlands.
JMIR Diabetes
|August 7, 2026
Summary
This pilot study found that the SugarVita serious game did not significantly improve diabetes knowledge or self-management in type 2 diabetes patients. However, it showed potential for improving hemoglobin A1c levels and user engagement.
Area of Science:
- Digital Health
- Medical Education
- Diabetes Management
Background:
- Serious digital games offer a novel approach for diabetes education and self-management.
- Evidence for the effectiveness of these digital interventions remains limited.
- Type 2 diabetes requires effective patient education and self-management strategies.
Purpose of the Study:
- To evaluate the impact of the SugarVita serious game on diabetes knowledge, self-confidence, and self-management in adults with type 2 diabetes.
- To assess secondary outcomes including hemoglobin A1c (HbA1c), patient engagement, and user satisfaction.
- To explore the feasibility and acceptability of a digital game intervention for diabetes care.
Main Methods:
- A pilot randomized controlled trial involving 30 adults with type 2 diabetes.
- Participants were randomized to receive SugarVita plus standard care or standard care alone for 8 weeks.
- Outcomes were measured using validated questionnaires and HbA1c levels, with statistical analysis including Wilcoxon signed-rank and Mann-Whitney U tests.
Main Results:
- No statistically significant differences in diabetes knowledge, self-confidence, or self-management were found between groups after multiple testing correction.
- The intervention group showed a significant reduction in HbA1c (P=.007), while the control group did not.
- Higher engagement with the game was moderately associated with HbA1c reduction, and users reported high perceived educational value.
Conclusions:
- SugarVita is a feasible and acceptable digital educational intervention for type 2 diabetes patients.
- While primary outcomes did not reach statistical significance, the game demonstrated potential in improving HbA1c and user engagement.
- Larger studies are warranted to further investigate the efficacy of SugarVita in diabetes self-management.
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