Abstract

Introduction: Gamified digital platforms allow non-health related individuals to learn about the prevention, management and treatment of obesity, metabolic syndrome, and type 2 diabetes mellitus (T2DM). Objective: The purpose of this study was to evaluate whether a new gamified digital platform increases learning about the prevention of metabolic syndrome, obesity, and T2DM. Methods: An exploratory, randomized, cause-effect study was carried out in 150 children between 10 and 12 years of age. Three exploratory, cause-effect experiments were designed to evaluate each one of the following pathologies: T2DM, obesity and metabolic syndrome. For each experiment, two study groups of 25 individuals each were formed. The experimental group was asked to use the digital platform that contained the information on the pathology under study in an animated storytelling and playful way. The control group received written information about each pathology. The assessment was carried out by applying a validated questionnaire including basic questions about the three diseases. This test was performed before and after the intervention. Results: We found a significant improvement (p<0.05) in the post-intervention knowledge acquired within the experimental group about metabolic syndrome, obesity, and T2DM when using the digital platform and compared to the control group. Children in the control group significantly improved their scores after the intervention compared to their baseline ones. Conclusion: Gamified digital platforms have the potential to be a novel primary prevention method for metabolic diseases. The present study allows us to conclude that any validated learning instrument increases knowledge about metabolic diseases. However, gamified digital platforms significantly increase learning compared to other types of methods (written information).

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