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http://dx.doi.org/10.7583/JKGS.2017.17.4.149

The Effect of Game-based Serious Contents on Self-Efficacy and Cognitive Function in Elderly Diabetic Patients  

Ahn, Tae-Hong (Dept. of Game Development, Chunnam Techno University)
Kim, Yu-Jeong (Dept. of Nursing, Chosun Nursing College)
Wie, Seoung Uk (Dept. of Nursing, Chosun Nursing College)
Abstract
In 2016, we developed serious content for diabetes (Roly Poly 160) for diabetes, and then revised and supplemented them to serious game contents for self-care throughout diabetes, reflecting the needs of diabetes and health educators. We investigated the clinical efficacy. This study was one-group pretest-posttest design, 49 people with diabetes who were admitted to a hospital in the G region were given self-management training through 'Roly Poly 160' for 5 days, from February 27 to April 21, 2017, once a day. As a result of the study, the fasting blood glucose level and the postprandial blood glucose level of the subjects were significantly decreased (p<.000), and the self-efficacy and cognitive function were significantly increased (p<.000).
Keywords
Self-efficacy; Cognitive Function; Serious Game; Diabetes; Blood Sugar;
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