Randomization in this study was performed using computer‑generated stratified block randomization. After confirming eligibility and obtaining informed consent, participants were enrolled in the study. To ensure balance between study groups with respect to important baseline characteristics, randomization was stratified by age and gender. Within each stratum, participants were assigned to one of the four study groups (VR gamification intervention, MySugr application, traditional counseling, and control group) using random block allocation.
The allocation sequence was generated using a computer‑based random number generator. Specifically, the website Randomization.com
(https://www.randomization.com)
was used to generate the block randomization sequence. The random allocation list was prepared before the start of participant recruitment by a technical assistant who was not involved in participant recruitment, intervention delivery, or outcome assessment.
To ensure allocation concealment, the randomization sequence was placed in sequentially numbered, opaque, sealed envelopes. After a participant was confirmed eligible and formally enrolled, the next envelope in sequence was opened to reveal the assigned group. The principal investigator and the healthcare provider delivering the intervention were unaware of the allocation sequence prior to assignment.
Due to the nature of the interventions (VR game intervention, mobile application use, or face‑to‑face counseling), blinding of participants and intervention providers was not feasible. However, to minimize potential bias, data analysis was conducted using anonymized group labels, so that the data analyst remained blinded to the actual group identities during statistical analysis.