Research Summary
Analyzed using Evidence Intelligence™

VR gamified intervention improves diabetes management in youth

Last updated September 9, 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

Save research, organize studies, and quickly find important evidence again.

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

Journal Reference

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

Main Effects

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.

Primary intervention

VR Gamified Intervention

Primary outcomes

  • BMI
  • Fasting Plasma Glucose (FPG)
  • Food Intake

Evidence relationships

Intervention and outcome relationships this study adds to the evidence network.

5
Evidence pairs
5
Relationships
6
Evidence topics
contributes_evidence

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.

Moderate contributionModerate confidenceNetwork score: 72

6

Related topics

5

Evidence pairs

1824

Related studies

High relevance in at least one topic

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

Add related evidence to your Evidence Tracker

Save studies and evidence pages, organize your personal Evidence Tracker, and keep the research you care about in one place.

Primary evidence

Evidence topic

Fasting Blood Glucose

matched_outcome

Related evidence

Evidence topic

Glycemic Control

Save evidence

Core evidence

Study findings

The primary outcomes reported in this study.

BMI

VR Gamified Intervention → BMI

VR Gamified Intervention → BMI

Evidence Intelligence™
EvidenceScore™
Emerging
Score 59 · Based on 1 study
ImpactScore™
50
Neutral
ConsistencyScore™
unclear
Not enough independent studies
Supporting studies: Based on 1 study
Add to Evidence Tracker

Fasting Plasma Glucose (FPG)

VR Gamified Intervention → Fasting Plasma Glucose (FPG)

VR Gamified Intervention → Fasting Plasma Glucose (FPG)

Evidence Intelligence™
EvidenceScore™
Emerging
Score 59 · Based on 1 study
ImpactScore™
100
Very Positive
ConsistencyScore™
unclear
Not enough independent studies
Supporting studies: Based on 1 study
Add to Evidence Tracker

Food Intake

VR Gamified Intervention → Food Intake

VR Gamified Intervention → Food Intake

Evidence Intelligence™
EvidenceScore™
Emerging
Score 59 · Based on 1 study
ImpactScore™
100
Very Positive
ConsistencyScore™
unclear
Not enough independent studies
Supporting studies: Based on 1 study
Add to Evidence Tracker

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)

Evidence Intelligence™
EvidenceScore™
Emerging
Score 59 · Based on 1 study
ImpactScore™
100
Very Positive
ConsistencyScore™
unclear
Not enough independent studies
Supporting studies: Based on 1 study
Add to Evidence Tracker

Reduction in Hemoglobin A1C levels

VR Gamified Intervention → Reduction in Hemoglobin A1C levels

VR Gamified Intervention → Reduction in Hemoglobin A1C levels

Evidence Intelligence™
EvidenceScore™
Emerging
Score 59 · Based on 1 study
ImpactScore™
50
Neutral
ConsistencyScore™
unclear
Not enough independent studies
Supporting studies: Based on 1 study
Add to Evidence Tracker

Evidence Library

Build your evidence library

Save research, organize studies, and quickly find important evidence again.

evidence suggest

Evidence Suggest

  • 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.
who this applies

Who this applies to

  • Adults with type 2 diabetes.
  • Individuals seeking alternative diabetes management strategies.
keep in mind

Keep in Mind

  • 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.
between the lines

Between the Lines

  • 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.

Related evidence relationships

Explore in Evidence Explorer

This study contributes to the evidence on the following intervention-outcome relationships.

Questions answered by this study

Generated from the study's connected evidence using Evidence Intelligence™.

Does VR Gamified Intervention improve fasting plasma glucose (FPG)?

Emerging Evidence

VR Gamified Intervention appears to improve fasting plasma glucose (FPG).

ConsistencyScore™: Consistency cannot yet be determined from the available evidence.

Ranked evidence signals

  1. 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.
1 supporting study

Does VR Gamified Intervention improve food intake?

Emerging Evidence

VR Gamified Intervention appears to improve food intake.

ConsistencyScore™: Consistency cannot yet be determined from the available evidence.

Ranked evidence signals

  1. 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.
1 supporting study

Does VR Gamified Intervention improve physical activity level (met-minutes per week)?

Emerging Evidence

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. 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.
1 supporting study

Does VR Gamified Intervention affect BMI?

Emerging Evidence

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. 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.
1 supporting study
Learn how Evidence Intelligence™ works

Next steps

Continue your research

Choose a next path through related evidence topics, Evidence Explorer views, and research summaries.

No ads. No tracking.

Focused on evidence, not advertising.

Secure & private

Your data is always protected.

Always up to date

New studies added every day.