Background: One of the primary goals of diabetes management is to prevent cardiovascular events. The rate of cardiovascular diseases (CVDs) is significantly high in the diabetic population. Inadequate knowledge of CVDs risk in diabetes may result in the failure of its early prevention, causing increased morbidity and mortality. The objectives of this study were to assess the CVD risk knowledge and determine the predictors of the knowledge among adults with type 2 diabetes. Methods: A cross-sectional study was conducted to examine the study objectives. Convenience sampling was used to recruit adults with type 2 diabetes mellitus (DM) who visited the King Saud University Medical City (KSUMC) outpatient clinics. Data were collected using the Heart Disease Fact Questionnaire. SPSS software (version 24.0) was used for data analysis. Results: A total of 383 patients were recruited. The level of CVD risk knowledge was high among all participants (19.04 ± 3.47). There were significant differences in knowledge scores between different groups, including age (p = 0.01), marital status (p = 0.01), and type of residence (p = 0.04). Participants who were older than 40 years, married, and lived in traditional houses had higher knowledge scores. Conclusion: The study findings indicated a high level of CVD risk knowledge in our study population. The presence of multidisciplinary intensive education programmes targeting type 2 DM patients, such as that conducted at KSUMC, might be responsible for the higher levels of knowledge among our study population. Thus, increasing the efforts towards the education of patients will improve the level of knowledge, including CVD risk knowledge.
Background: Amblyopia can drastically affect a child’s life. Recently, following a shift in the view of amblyopia from that of a monocular disorder to that of a binocular disorder, dichoptic video games were introduced as a new treatment method. Aim: To explore the role of video games in the treatment of children with amblyopia. Methods: PubMed and Google Scholar were screened for the keywords “amblyopia” and “games”, from January to March 2022. Only articles written in English that discussed video games for the treatment of amblyopia were included. Results: The advantages of dichoptic video games include a more rapid improvement in visual acuity in different age groups, simpler compliance monitoring, and possibly a reduced risk of recurrence. However, not all studies proclaimed the effectiveness of video games and some raised concerns about their addictive potential. Conclusion: Dichoptic video games require further controlled studies to demonstrate their efficacy. However, they show promising results in the treatment of what was, until recently, considered untreatable amblyopia.
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