DOI QR코드

DOI QR Code

A Follow-up Study of the Effects of Mobile Serious Game Application on Diabetes

모바일 기능성 게임 앱이 당뇨환자에게 미치는 효과에 대한 추적 조사 연구

  • 김유정 (조선간호대학교 간호학과)
  • Received : 2018.05.20
  • Accepted : 2018.08.20
  • Published : 2018.08.20

Abstract

This study was developed as a mobile serious game app (Roly Poly 160 App) based on a prototype model and then used in a public health center for diabetes patients. The mobile serious game application upgraded the mobile version of Roly Poly 160, which is a content for diabetes self-management of the existing PC version, by requesting to charge service of G city. The study period was from February 19, 2018 to May 11, 2018, and users were allowed to access the Roly Poly 160 app at least once a day for a total of 8 to 12 weeks after the preliminary investigation. As a result, HbA1C was significantly decreased(p=0.04), and diabetic knowledge was significantly higher than that before the follow-up(p=0.01). After applying Roly Poly 160 App, Satisfaction score was 3.74 out of 5 points

본 연구는 프로토타입 모델을 기반으로 모바일 기능성 게임 앱(롤리폴리 160앱)으로 개발한 후, 보건소에 내원하는 당뇨환자에게 사용하게 한 후 효과성을 추적 조사한 연구이다. 롤리폴리 160앱은 기존의 PC버전의 당뇨 자가관리용 기능성 콘텐츠인 '롤리폴리 160'을 G광역시의 유료화 서비스 요청에 의해 모바일 버전으로 업그레이드 한 것이다. 연구기간은 2018년 2월 19일부터 5월 11일까지였으며, 사용자는 사전조사 후 총 8주~12주 동안 매일 1회 이상 자유롭게 롤리폴리 160앱에 접속하여 당뇨 자가관리를 하였다. 연구결과, 롤리폴리 160앱을 8~12주간 사용한 사용자의 당화혈색소는 추적전보다 유의미하게 감소하였고(p=.04), 당뇨 지식은 추적전보다 통계적으로 유의하게 상승하였다(p=0.01). 롤리폴리 160앱을 적용한 후 전반적인 만족도는 5점 만점 중 3.74점으로 나타났다.

Keywords

References

  1. Korean Diabetics Association, "Korea Centers for Disease Control and Prevention Diabetics fact sheet in Korea 2016", International Conference on Diabetics and Metabolism. Seoul, 2016.
  2. American Diabetes Association, "Diagnosis and classification of Diabetic Mellitu,. Diabetes Care", Vol. 33, No. 11, pp. 62-69, 2010. https://doi.org/10.2337/dc10-S062
  3. Myeong Hee Hong, Joo Wha Yoo, Soon Ai Kim, Jeong Rim Lee, Na Ri Roh, Jeong Eun Park, Mee Ock Gu, "Knowledge and Diffusion of Knowledge for Nursing Care of Patients with Diabetes Mellitus among Clinical Nurses", Journal of Korean Clinical Nursing Research, Vol. 15 No. 3, pp. 61-74, 2009.
  4. Seon Young Park, Pok Ja Oh, "Factors Influencing Diabetes Educational Needs in Patients with Diabetes Mellitus", Journal of Academia-Industrial Cooperation Society, Vol. 15, No. 7, pp. 4301-4309, 2014. https://doi.org/10.5762/KAIS.2014.15.7.4301
  5. Noh, J. H., Kim, S. K., Cho, Y. J., Nam, H. U., Kim, I. J., Jeong, I. K., Choi, M. G., Yoo, H. J., Ahn, Y. H., Bae, H. Y., "Current status of diabetes management in elderly Koreans with diabetes", Diabetes research and clinical practice, Vol. 77, No. 3, pp. 71-75, 2007. https://doi.org/10.1016/j.diabres.2007.01.047
  6. Choi J. H., Park C. Y., Cha B, S., Kim I. J., Park T. S, Park J. Y, Park K. S., Yoon K. H., Lee I K., Park S. W., "Perception of Clinicians and Diabetic Patients on the Importance of Postprandial Glucose Control and Diabetes Education Status: A Cross Sectional Survey". Diabetes and Metabolism Journal, Vol. 36, No. 2, pp. 120-127, 2012. https://doi.org/10.4093/dmj.2012.36.2.120
  7. Yoo H. J., Nam H. W., "The principle of effective diabetes education", The Journal of Korean Diabetes, Vol. 23, No. 1, pp 27-32, 1999.
  8. Korea Internet & Security Agency. "Internet Usage Survey: Statistical Table", 2018.
  9. Park K. S., "The Future of Diabetes Education. The Journal of Korean Diabetes", Vol. 16, No. 2, pp 83-88, 2015. https://doi.org/10.4093/jkd.2015.16.2.83
  10. Liang X., Wang, Q., Yang, X., Cao, J., Chen, J., Mo, X., & Gu, D, "Effect of mobile phone intervention for diabetes on glycemic control; a meta-analysis", Diabetic Medicine, Vol. 28, No. 4, 2011.
  11. Hee Eon Kim, Eun Ja Kim, GA Eun Kim, "The Effects of Diabetes Management Programs using Mobile App: A Systematic Review and a Meta-Analysis". The Korea Contents Society, Vol. 15, No. 1, pp. 300-307, 2015.
  12. Hunt C. W. "Technology and diabetes self-management: An integrative review", World Journal of Diabetes, Vol. 6, No. 2,, 2015.
  13. Korea Creative Contents Agency (KOCCA), "Serious Game Performance Analysis and Activation Plan". 2018.
  14. Baranowski T, Thompson D, Buday R, LuAS, Baranowski J., "Design of video games for children's diet and physical activity behaviour change", Int J. Comp Sci Sport, Vol. 9, pp. 3-17, 2010.
  15. Lieberman, D. A., "Management of chronic pediatric diseases with interactive health games: Theory and research findings", Journal of Ambulatory Care Management, Vol. 24, No. 1, pp. 26-38, 2001a. https://doi.org/10.1097/00004479-200101000-00004
  16. Tae Hong Ahn, Yu Jeong Kim, Seoung Uk Wie, "The Effect of Game-based Serious Contents on Self-Efficacy and Cognitive Function in Elderly Diabetic Patients". Journal of Korea Game Society, Vol. 17, No. 4, pp. 149-160, 2017. https://doi.org/10.7583/JKGS.2017.17.4.149