- EvidenceScore™
- Emerging
- Score 59 · Based on 1 study
- ImpactScore™
- 50
- Neutral
- ConsistencyScore™
- unclear
- Not enough independent studies
VR gamified intervention improves diabetes management in youth
Última actualización 9 de septiembre de 2026
Key finding
Significant time×group interaction effects for fasting blood sugar (F(15,280) = 2.046; P = .01; partial η² = .099)
This study evaluated a VR gamified self-care intervention for diabetes management and its effects on various health outcomes.
Quick read
Study at a glance
The essential study design details in one scan.
EvidenceScore™
Moderate
Study type
RCTs
Follow-up
Long-Term (1–5 y)
Risk of bias
Some Concerns
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Plain-language summary
What this paper says
A plain-language read of the study’s main message and where it applies.
Study focus
This study evaluated a VR gamified self-care intervention for diabetes management and its effects on various health outcomes.
Clinical relevance
These findings suggest that innovative approaches like VR can enhance diabetes management by promoting healthier behaviors. This could lead to better patient engagement and improved health outcomes, which is crucial for managing diabetes effectively.
Keep in mind
Effectiveness of interventions remains unclear due to mixed results. No significant changes in hemoglobin A1C and BMI limit overall conclusions. Sample size and diversity may affect generalizability.
Published in
Referencia de la Revista
Publication details and source links for this paper.
Ruhollah S, Reza P, Hadi BE, et al. VR Gamified Self-Care Intervention for Diabetes Management: A Randomized Controlled Trial. JMIR XR and Spatial Computing. 2026;3:e81402. doi:10.2196/81402
Efectos Principales
Fasting plasma glucose decreased significantly (mean change: -2.046 mg/dL, p = 0.01).
Physical activity levels increased significantly (mean change: 2.544, p = 0.001).
Food intake decreased significantly (mean change: -2.794, p < 0.001).
Evidence network
How this study fits
Understand where this research contributes within the broader evidence network.
Evidence Context
This study contributes evidence to VR Gamified Intervention and BMI, Fasting Plasma Glucose (FPG), Food Intake, and 2 more.
This study contributes evidence to
Primary intervention
VR Gamified Intervention
Primary outcomes
- BMI
- Fasting Plasma Glucose (FPG)
- Food Intake
Primary intervention
Primary outcomes
Evidence relationships
Intervention and outcome relationships this study adds to the evidence network.
Editorial context
Why this study matters
See why this paper is useful beyond its individual results.
Evidence network role
This section describes how the study fits into the current evidence network. It does not determine whether an intervention works on its own.
6
Related topics
5
Evidence pairs
2017
Related studies
Why it is useful
- Contributes to 5 evidence relationships
- Includes primary outcome data
- Linked to 6 direct semantic evidence topics
Topic contributions
Evidence topic
Contributes evidence
Evidence topic
Contributes evidence
Evidence topic
Contributes evidence
Evidence topic
Contributes evidence
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Evidencia principal
Tema de evidencia
Fasting Blood Glucose
matched_outcome
Evidencia relacionada
Tema de evidencia
Glycemic Control
Guardar evidencia
Core evidence
Study findings
The primary outcomes reported in this study.
Fasting Plasma Glucose (FPG)
VR Gamified Intervention → Fasting Plasma Glucose (FPG)
VR Gamified Intervention → Fasting Plasma Glucose (FPG)
- EvidenceScore™
- Emerging
- Score 59 · Based on 1 study
- ImpactScore™
- 100
- Very Positive
- ConsistencyScore™
- unclear
- Not enough independent studies
- EvidenceScore™
- Emerging
- Score 59 · Based on 1 study
- ImpactScore™
- 100
- Very Positive
- ConsistencyScore™
- unclear
- Not enough independent studies
Physical activity level (MET-minutes per week)
VR Gamified Intervention → Physical activity level (MET-minutes per week)
VR Gamified Intervention → Physical activity level (MET-minutes per week)
- EvidenceScore™
- Emerging
- Score 59 · Based on 1 study
- ImpactScore™
- 100
- Very Positive
- ConsistencyScore™
- unclear
- Not enough independent studies
Reduction in Hemoglobin A1C levels
VR Gamified Intervention → Reduction in Hemoglobin A1C levels
VR Gamified Intervention → Reduction in Hemoglobin A1C levels
- EvidenceScore™
- Emerging
- Score 59 · Based on 1 study
- ImpactScore™
- 50
- Neutral
- ConsistencyScore™
- unclear
- Not enough independent studies
Evidence Library
Build your evidence library
Save research, organize studies, and quickly find important evidence again.
La Evidencia Sugiere
- VR intervention improved fasting plasma glucose by -2.046 mg/dL.
- Physical activity levels increased by 2.544 score.
- Food intake decreased significantly with a change of -2.794 score.
A quién se aplica
- Adults with type 2 diabetes.
- Individuals seeking alternative diabetes management strategies.
Tener en Cuenta
- Results may not apply to younger populations or those with type 1 diabetes.
- Study design limits the ability to draw definitive conclusions.
- Further research is needed to explore long-term effects and sustainability.
Entre Líneas
- Effectiveness of interventions remains unclear due to mixed results.
- No significant changes in hemoglobin A1C and BMI limit overall conclusions.
- Sample size and diversity may affect generalizability.
Evidence Library
Build your evidence library
Save research, organize studies, and quickly find important evidence again.
Connected Evidence
Explore related studies, evidence collections, and research questions.
Relationships organized using the Dediabetes Evidence Intelligence™ framework.
This study contributes to evidence on VR Gamified Intervention and Body Mass Index, VR Gamified Intervention and Fasting Glucose.
Relaciones de evidencia relacionadas
Explore in Evidence ExplorerThis study contributes to the evidence on the following intervention-outcome relationships.
VR Gamified Intervention → Body Mass Index
Devices & Technology
- EvidenceScore™
- Emerging
- Score 59 · Based on 1 study
- ImpactScore™
- 50
- Neutral
- ConsistencyScore™
- unclear
- Not enough independent studies
VR Gamified Intervention → Fasting Glucose
Devices & Technology
- EvidenceScore™
- Emerging
- Score 59 · Based on 1 study
- ImpactScore™
- 100
- Very Positive
- ConsistencyScore™
- unclear
- Not enough independent studies
Incluido en estas colecciones de evidencia
Curated evidence collections and hubs this study is part of.
Body Mass Index Evidence Hub
All studies measuring Body Mass Index
Measures Body Mass Index as a key outcome.
Fasting Glucose Evidence Hub
All studies measuring Fasting Glucose
Measures Fasting Glucose as a key outcome.
VR Gamified Intervention Evidence Hub
All studies on VR Gamified Intervention
Contributes to VR Gamified Intervention evidence base.
Recent Diabetes Research
Latest published studies
Published within the last 2 years.
Explora más en Evidence Explorer
Jump to pre-filtered views in Evidence Explorer.
All studies on VR Gamified Intervention and BMI
1 results
All studies on VR Gamified Intervention and Fasting Plasma Glucose (FPG)
1 results
All studies on VR Gamified Intervention
1 results
All studies measuring BMI
1 results
All studies measuring Fasting Plasma Glucose (FPG)
1 results
Questions answered by this study
Generated from the study's connected evidence using Evidence Intelligence™.
Does VR Gamified Intervention improve fasting plasma glucose (FPG)?
VR Gamified Intervention appears to improve fasting plasma glucose (FPG).
ConsistencyScore™: Consistency cannot yet be determined from the available evidence.
Ranked evidence signals
- 1
Fasting Plasma Glucose (FPG)
EvidenceScore™ Emerging | EvidenceScore™ 59.0 | strong positive | ConsistencyScore™ Unclear | 1 study
Why this answer: This answer is based on a single supporting study.
Limitations
- Only one supporting study is available.
Does VR Gamified Intervention improve food intake?
VR Gamified Intervention appears to improve food intake.
ConsistencyScore™: Consistency cannot yet be determined from the available evidence.
Ranked evidence signals
- 1
Food Intake
EvidenceScore™ Emerging | EvidenceScore™ 59.0 | strong positive | ConsistencyScore™ Unclear | 1 study
Why this answer: This answer is based on a single supporting study.
Limitations
- Only one supporting study is available.
Does VR Gamified Intervention improve physical activity level (met-minutes per week)?
VR Gamified Intervention appears to improve physical activity level (met-minutes per week).
ConsistencyScore™: Consistency cannot yet be determined from the available evidence.
Ranked evidence signals
- 1
Physical activity level (MET-minutes per week)
EvidenceScore™ Emerging | EvidenceScore™ 59.0 | strong positive | ConsistencyScore™ Unclear | 1 study
Why this answer: This answer is based on a single supporting study.
Limitations
- Only one supporting study is available.
Does VR Gamified Intervention affect BMI?
Current evidence does not show a clear effect of VR Gamified Intervention on BMI.
ConsistencyScore™: Consistency cannot yet be determined from the available evidence.
Ranked evidence signals
- 1
BMI
EvidenceScore™ Emerging | EvidenceScore™ 59.0 | neutral | ConsistencyScore™ Unclear | 1 study
Why this answer: This answer is based on a single supporting study.
Limitations
- Only one supporting study is available.
Next steps
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