Narrative-driven virtual reality serious game to support type 1 diabetes self-management in children
Hanfei Gu, Nadia Diyana Binti Mohd Muhaiyuddin, Nassiriah Binti Shaari

TL;DR
A virtual reality game was developed to help young children manage type 1 diabetes, showing improved self-management and engagement.
Contribution
A narrative-driven VR serious game co-designed with children and clinicians to improve pediatric T1D self-management.
Findings
Children showed significant improvements in all seven diabetes self-management domains.
The VR game had high usability and engagement with 95% session completion.
Qualitative feedback indicated increased confidence and application of strategies in daily routines.
Abstract
Supporting type 1 diabetes (T1D) self-management in young children remains a major challenge. Traditional education often fails to sustain attention or meet developmental needs. This study introduces Tangbao Superman Transformation, a narrative-driven virtual reality (VR) serious game developed through participatory Human–Computer Interaction (HCI) methods, to enhance pediatric T1D self-management. A four-week single-group pre–post feasibility study was conducted with 54 children aged 4–9 years recruited from four pediatric hospitals in eastern China. The intervention translated the Chinese Diabetes Society’s seven-domain (CDS-7) framework into VR modules co-designed with children, parents, and clinicians. Quantitative measures included the Self-Management Scale for T1D Children (SMS-T1DC), the System Usability Scale for Children (SUS-C), and an Engagement and Motivation Questionnaire…
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Taxonomy
TopicsDiabetes Management and Research · Mobile Health and mHealth Applications · Educational Games and Gamification
