Type 1 Diabetes
Conditions
Keywords
Exercise, Adolescent, Video games, Self-management, Social support
Brief summary
This study is testing program where teens with type 1 diabetes play Meta Quest 2 virtual reality exercise games and talk, act, and paint about physical activity in virtual meetings with their peers and young adult role models. The outcomes are feasibility and user satisfaction.
Interventions
Exercise, group discussions, role-playing skits, and group painting done in a virtual setting.
Sponsors
Study design
Eligibility
Inclusion criteria
* Age of 14-17 years * Diagnosis of type 1 diabetes or other absolute insulin deficiency diabetes for ≥6 months * Moderate-to-vigorous physical activity less than half of recommended levels (defined as ≤3 days per week achieving ≥60min daily MVPA) * English literacy * Home Broadband wireless Internet (≥25 mbps downloads, ≥3 mbps uploads on google Internet speed test). This is used in \ 98% of US households. * Willing to use continuous glucose monitor for the duration of participation in the trial. * Willing to use a computer or smartphone with web camera. * Under regular care by a healthcare provider (defined as attending at least one appointment in the past year, plus access to verified 24hr phone number to reach the provider's team for insulin dose adjustments if assistance is needed)
Exclusion criteria
* A condition or disability besides type 1 diabetes that would preclude participation in group moderate-to-vigorous physical activity (e.g., cerebral palsy, current pregnancy)
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Engagement | 4 weeks | Number of classes attended |
| Satisfaction | 4 weeks | Score on a satisfaction survey that has been custom-designed for the components of this program. Scores range from 0 to 4. A higher score indicates greater satisfaction with the program. |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Perceived cohesion | 4 weeks | Score on perceived cohesion scale (reference 1). Scores range from 0 to 6. A higher score indicates greater cohesion the participant felt among the group. |
| Motivation for exergame play | 4 weeks | Score on motivation for exergame play inventory (reference 2). Scores range from 0 to 4. A higher score indicates greater motivation to play the videogame. |
| Multimodal presence | 4 weeks | Score on multimodal presence scale (reference 3). Scores range from 0 to 4. A higher score indicates greater feeling of presence in the virtual world. |
| System usability | 4 weeks | Score on system usability scale (reference 4). Scores range from 0 to 4. A higher score indicates the system was more feasible to use. |
Countries
United States