Effectiveness of computer game-based rehabilitation protocol on the health-related quality of life and glycosylated hemoglobin in elderly diabetics
Salima Mulla Bijapuri, Sanjay Tejraj Parmar, Sharmila Dudhani, Tony Szturm, Hemamalini GururajBACKGROUND:
Type 2 diabetes mellitus (T2DM) is one of the greatest challenges in healthcare today and is evolving into a pandemic, due to significant comorbidity and mortality. Physical activity (PA) plays a crucial role for older adults by preventing or delaying functional and psychological decline from aging and comorbidities like diabetes, while also positively impacting their health-related quality of life (HR-QOL). Exergaming serves as an emerging form of exercise that combines technology, games, and leisure. Hence, this study determines the impact of computer game-based rehabilitation protocol (CGRP) on HR-QOL and glycosylated hemoglobin (HbA1c) values in elderly diabetics.
MATERIALS AND METHODS:
A single-blinded randomized controlled trial (RCT) was conducted on 82 participants allocated into two groups (41each). Group A (control) received a conventional physiotherapy program, while Group B (experimental) underwent CGRP. Outcome measures, including HbA1c levels and HR-QOL, were assessed at baseline and after 12 weeks of rehabilitation. Within-group changes in HbA1c and World Health Organization Quality of Life Brief Version (WHOQOL-BREF) domain scores were evaluated using paired t-tests, while between-group differences were analyzed with independent
RESULTS:
Significant reduction in HbA1c levels was observed in the experimental group (
CONCLUSION:
The current study demonstrated that CGRP is an effective intervention for improving glycemic control and HR-QOL in elderly individuals with T2DM. The dual-task nature of CGRP, which combines PA with cognitive engagement through interactive games, appears to offer a unique advantage over conventional interventions.