Patients were randomly assigned into the intervention or control group (n = 30 in each group). After randomization, the fasting blood sugar of all participants (both groups) was measured and recorded once before the intervention and again at the end of the intervention and, they took part in a pre-intervention test to determine their dietary information. The test was conducted in the presence of the researcher and in a condition where they were not allowed to talk to each other and to use the internet or any other accessories. Due to the nature of the intervention, the participants were not blinded. Therefore, the diabetic Amoo game was installed and implemented separately for the intervention group. The participants were trained on how to run the game by one member of the research team for an hour. The intervention group was asked to play the Amoo game 15 minutes per day for 6 weeks. It was monitored by a WhatsApp group to ensure that the participants played the game. The duration of gaming was determined by the researchers according to the level of the game and the results obtained from a pilot study. At the same time, the control group received educational content similar to the game through a brochure. During the study, all participants received the routine treatment of diabetes which was prescribed by the physician and no change or intervention was performed.
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