Info Technology + Healthcare + Gaming = DiaBetNet
Recently I was flipping through Revolutionary Wealth, a book about the trends giving birth to a new "Third Wave" of economics, and read about an interesting concept: a game that kids play on PDAs (e.g., Palm) to learn about their own body works and to better manage their chronic disease, in this case Type I diabetes.
The name of the game is DiaBetNet. The Roche webpage and a collaborator's webpage explain the who, what & why of the game. The project was headed by a pathology resident named Dr. Vikram Kumar, who was a medical student at the time and who studied computer engineering in college.
It turns out DiaBetNet was successful in getting young diabetics to more closely monitor their blood sugar throughout the day, which is key to managing diabetes and avoiding its ghastly complications. A NY Times article from November 2004 explains the challenge of getting kids to become vigilant about their disease.
Getting children with diabetes to prick themselves four times a day to check their blood sugar levels can be a challenge. But doctors have found that if they turn the chore into a game involving a personal digital assistant, young patients will do the checks more consistently.
That article also explains the design of the study conducted by the Joslin Center, one of the world's premiere diabetes treatment & research centers, to test the game's effectivness.
So the researchers divided 40 young patients into two groups and gave them all hand-held computers for keeping track of their blood sugar levels, their insulin use and their carbohydrate consumption. They were asked to monitor themselves four times a day.
For half of the children, however, the P.D.A.'s also contained game software tied to the monitoring and designed by one of the study authors, Dr. Vikram S. Kumar, when he was a medical student.
The children earned points when they played the game and more points if they accurately predicted their fourth blood sugar score of the day.
The study found that those children with the game software checked their sugar significantly more often over four weeks compared with those who did not have the game. At the end of that time, they also showed more knowledge about diabetes.
What were the results? According to the Joslin Center's press release:
The study found that 78 percent of the Game Group participants checked their blood glucose four or more times daily compared to only 68 percent of the Control Group participants. Game Group participants also had fewer episodes of hyperglycemia (elevated blood glucose), with 318 instances reported vs. 377 instances reported by Control Group participants. What’s more, surveys given to all participants before and after the study showed an increase in diabetes knowledge among all participants, with a significant increase in knowledge only among the Game Group participants. “We are encouraged by the results of this pilot study. It demonstrated the ease of introducing new technology to pediatric patients with diabetes, with an additional benefit of increased blood glucose monitoring among the Game Group participants,” Dr. Laffel said.
After showing that info technology + healthcare + gaming works in improving the management of this chronic disease among children, Kumar founded a company called Dimagi to spread the use of DiaBetNet and similar PDA programs that help individuals and communities take better care of themselves with cheap wireless technology. More on Kumar & his company on this World Changing webpage.