مجله رویش روا‌ن‌شناسی از دادن گواهی‌های کاغذی معذور است. لطفا تقاضا نکنید. همه گواهی ها در صفحه شخصی کاربران موجود است.

year 15, Issue 5 (2nd Summer 2026 2026)                   Rooyesh 2026, 15(5): 21-30 | Back to browse issues page

Ethics code: IR.UT.PSYEDU.REC.1404.106

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Solat R, Reza Pourhosein R, Bahrami Ehsan H, Pourabasi A, Hatami J. (2026). Designing and evaluating the effect of a motivational VR game-based intervention on metabolic management in children and adolescents diagnosed with diabetes. Rooyesh. 15(5), 21-30.
URL: http://frooyesh.ir/article-1-7014-en.html
1- P.H.D Student, Health Psychology, Department of Psychology, Faculty of Psychology and Education, Tehran University, Tehran, Iran.
2- Professor, Department of Cognitive Sciences, Faculty of Psychology and Education, Tehran University, Tehran, Iran.
3- Professor, Department of Psychology, Faculty of Psychology and Education, Tehran University, Tehran, Iran.
4- Assistant Professor, Endocrinology and Metabolism Research Center, Tehran University of Medical Sciences, Tehran, Iran.
5- Professor, Department of Cognitive Sciences, Faculty of Psychology and Education, Tehran University, Tehran, Iran. jhatami@gmail.com , jhatami@gmail.com
Abstract:   (444 Views)
The present study aimed to design and evaluate the effectiveness of a game‑based intervention for pediatric diabetes management. A first‑person 3D virtual‑reality shooting game was developed by the research team using the Unity engine. The study population consisted of children and adolescents aged 7–15 years in Tehran. Sampling and intervention procedures were conducted from summer to winter 2024, with 68 participants recruited from the Children’s Medical Center Clinic in Tehran. Three comparison groups received one of the following interventions: the MySugr monitoring app, diabetes‑focused psychological counseling, or standard pharmacotherapy. Participants were randomly assigned to four groups, each receiving a different intervention for six weeks. Throughout this period, metabolic variables were measured, and data were analyzed using ANOVA. The VR-based training and intervention were delivered in person, while questionnaires were completed online. A statistically significant difference among the four groups was observed for physical activity (p = .001) and dietary calorie intake (p = .009), indicating that the motivational game-based program effectively promoted regular exercise habits and healthier dietary behaviors. No significant effect was found for body mass index (BMI), suggesting limited influence of the intervention on long‑term metabolic indicators. Overall, the findings show that game‑based interventions, particularly those delivered through virtual reality, hold substantial potential compared to traditional health‑management approaches and may serve as effective complements to standard medical treatments.
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Type of Article: Research | Subject: Health
Received: 2026/03/25 | Accepted: 2026/05/26 | ePublished: 2026/08/22

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