This study showed that interactive computer game is effective in decreasing children’s behavioral distress during mother-administering insulin injection. Other researchers have shown positive effects of video games on reducing behavioral distress of burnt children and increasing their cooperation while change dressing (
29), as well as pain relief in preschool children (
30-
32). Landier et al. indicated that computer games as affective cognitive interventions can reduce behavioral distress and fear of venipuncture and venous port access among children and adolescents who suffer from cancer (
33).
In the past, most computer or video games applied as a distraction method, and they were not necessarily relevant with the specific procedures. This study showed positive effect during use of computer game and even during two weeks after end of the intervention. Therefore, it is necessary to use efficient strategies for reducing children’s fear, anxiety and behavioral distress. Because these strategies may be useful for children to achieve more positive attitude toward injection, therefore it can help them to cope in better way with their injections.
This interactive computer game (Koodak-E-Tavana) has remarkable characteristics in structure and its content such as pay attention to the reasons of children’s fear and concerns toward injection, use of cognitive and behavioral theories for designing the games, special considerations about computer programming and developmental levels of children, as well as applying various entertaining games along with role playing, all aforementioned attributes have contributed in successful results of this inventory computer game. The game could provide suitable information to children in a simulated safe, joyful and attractive environment so that fear and distress of diabetic children about their daily injections came effectively down.
There are so many researches that have pointed to positive impacts of video and computer games in field of health education (
34,
35). One of the considerable strengths of computer games is their highly motivating effect on specific behaviors (
36). In fact, if we could promote our clients’ participation in their self-care we would achieve higher knowledge and performance regarding to follow treatment regimen particularly when we are facing to repetitive daily treatments like insulin injection. One of the surprising findings in this study was performing insulin self-injection by children. It may be inferred that playing with interactive computer game can help children to control their fear and anxiety result from injection, in addition they achieved higher motivation for insulin self-injection.
In the present study OSBD-R mean score were 2.5 and 2.4 in groups in baseline. Slifer et al. (2009) reported that most children (61%) with chronic diseases including diabetes mellitus, pointed to no distress to low distress (OSBD = 0-1) (
13). Some studies have reported different level of distress because of the kind of procedure studied, variety of age groups and distinct assessment tools (
10,
37-
39).
There are so many influencing factors on level of distress that children experience due to insulin therapy. Younger children usually suffer from higher level of distress-related behaviors in compare to older children and adolescents; the shorter history of diabetes in children, the higher level of distress might be manifested during insulin injection (
10). Mohr et al. have shown direct relation between the numbers of injection and anxiety and fear of injection among chronically ill children (
40). Consistency between this research and present emphasizes that during first months of diagnosis of diabetes and insulin therapy for younger children should be thoroughly monitored by medical staffs, because they may be experience high level distress.
There were a few limitations in this study such as small sample size and no comparative game for control group, hence further studies are recommended to conduct with three groups, and or perform comparison between this computer games with other educational methods. Also, it is recommended that the future study to be conducted to assess the impact of this interactive game on self-injection anxiety in diabetic children.
According to results of the study, computer games can be an enjoying, easy and affordable availability for reducing behavioral distress of children resulting from insulin injection, particularly among newly-diagnosed younger children.