Game-based education improves treatment compliance and reduces anxiety in adults starting insulin for type 2 diabetes
In a randomized controlled trial, 72 adults with type 2 diabetes mellitus who were newly started on insulin therapy were assigned to receive either a game-based education program or a standard lecture-based education. The primary outcome was treatment compliance, measured using the Patient Compliance Scale for T2DM Treatment, and a secondary outcome was anxiety, measured using the Beck Anxiety Inventory.
The game-based education group demonstrated significantly higher total treatment compliance compared to the control group (F=65.92, p<0.001). Post-intervention anxiety scores were also significantly lower in the intervention group (partial η²=0.14, F=11.241, p<0.001). However, the treatment compliance sub-dimension for lifestyle change did not reach statistical significance. The study did not report absolute numbers for these outcomes.
Safety, tolerability, and adverse event data were not reported. The study did not report long-term follow-up data, and the sample size was small. The evidence comes from a single RCT, which supports causal inference but requires replication. The findings suggest game-based education may be a useful adjunct for improving initial treatment adherence and reducing anxiety in this specific clinical scenario, but its effect on long-term lifestyle modification and safety profile remain unknown.