This study is testing program where teens with type 1 diabetes play Meta Quest 2 virtual reality exercise games and talk, act, and paint about physical activity in virtual meetings with their peers and young adult role models. The outcomes are feasibility and user satisfaction.
Study Type
INTERVENTIONAL
Allocation
NA
Purpose
SUPPORTIVE_CARE
Masking
NONE
Enrollment
24
Exercise, group discussions, role-playing skits, and group painting done in a virtual setting.
Yale Children's Diabetes Program
New Haven, Connecticut, United States
Engagement
Number of classes attended
Time frame: 4 weeks
Satisfaction
Score on a satisfaction survey that has been custom-designed for the components of this program. Scores range from 0 to 4. A higher score indicates greater satisfaction with the program.
Time frame: 4 weeks
Perceived cohesion
Score on perceived cohesion scale (reference 1). Scores range from 0 to 6. A higher score indicates greater cohesion the participant felt among the group.
Time frame: 4 weeks
Motivation for exergame play
Score on motivation for exergame play inventory (reference 2). Scores range from 0 to 4. A higher score indicates greater motivation to play the videogame.
Time frame: 4 weeks
Multimodal presence
Score on multimodal presence scale (reference 3). Scores range from 0 to 4. A higher score indicates greater feeling of presence in the virtual world.
Time frame: 4 weeks
System usability
Score on system usability scale (reference 4). Scores range from 0 to 4. A higher score indicates the system was more feasible to use.
Time frame: 4 weeks
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