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      Serious Gaming and Gamification Education in Health Professions: Systematic Review

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          Abstract

          Background

          There is a worldwide shortage of health workers, and this issue requires innovative education solutions. Serious gaming and gamification education have the potential to provide a quality, cost-effective, novel approach that is flexible, portable, and enjoyable and allow interaction with tutors and peers.

          Objective

          The aim of this systematic review was to evaluate the effectiveness of serious gaming/gamification for health professions education compared with traditional learning, other types of digital education, or other serious gaming/gamification interventions in terms of patient outcomes, knowledge, skills, professional attitudes, and satisfaction (primary outcomes) as well as economic outcomes of education and adverse events (secondary outcomes).

          Methods

          A comprehensive search of MEDLINE, EMBASE, Web of Knowledge, Educational Resources Information Centre, Cochrane Central Register of Controlled Trials, PsycINFO, and Cumulative Index to Nursing and Allied Health Literature was conducted from 1990 to August 2017. Randomized controlled trials (RCTs) and cluster RCTs were eligible for inclusion. Two reviewers independently searched, screened, and assessed the study quality and extracted data. A meta-analysis was not deemed appropriate due to the heterogeneity of populations, interventions, comparisons, and outcomes. Therefore, a narrative synthesis is presented.

          Results

          A total of 27 RCTs and 3 cluster RCTs with 3634 participants were included. Two studies evaluated gamification interventions, and the remaining evaluated serious gaming interventions. One study reported a small statistically significant difference between serious gaming and digital education of primary care physicians in the time to control blood pressure in a subgroup of their patients already taking antihypertensive medications. There was evidence of a moderate-to-large magnitude of effect from five studies evaluating individually delivered interventions for objectively measured knowledge compared with traditional learning. There was also evidence of a small-to-large magnitude of effect from 10 studies for improved skills compared with traditional learning. Two and four studies suggested equivalence between interventions and controls for knowledge and skills, respectively. Evidence suggested that serious gaming was at least as effective as other digital education modalities for these outcomes. There was insufficient evidence to conclude whether one type of serious gaming/gamification intervention is more effective than any other. There was limited evidence for the effects of serious gaming/gamification on professional attitudes. Serious gaming/gamification may improve satisfaction, but the evidence was limited. Evidence was of low or very low quality for all outcomes. Quality of evidence was downgraded due to the imprecision, inconsistency, and limitations of the study.

          Conclusions

          Serious gaming/gamification appears to be at least as effective as controls, and in many studies, more effective for improving knowledge, skills, and satisfaction. However, the available evidence is mostly of low quality and calls for further rigorous, theory-driven research.

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          Most cited references48

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          Games, Motivation, and Learning: A Research and Practice Model

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            Role of video games in improving health-related outcomes: a systematic review.

            Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it also may be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source); sample data (e.g., number of study participants, demographics); intervention and control details; outcomes data; and quality measures were abstracted independently by two researchers. Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers. There is potential promise for video games to improve health outcomes, particularly in the areas of psychological therapy and physical therapy. RCTs with appropriate rigor will help build evidence in this emerging area. Copyright © 2012 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.
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              COMPUTER GAMING AND INTERACTIVE SIMULATIONS FOR LEARNING: A META-ANALYSIS

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                Author and article information

                Contributors
                Journal
                J Med Internet Res
                J. Med. Internet Res
                JMIR
                Journal of Medical Internet Research
                JMIR Publications (Toronto, Canada )
                1439-4456
                1438-8871
                March 2019
                28 March 2019
                : 21
                : 3
                : e12994
                Affiliations
                [1 ] Norwich Medical School University of East Anglia Norwich United Kingdom
                [2 ] Department of Primary Care and Public Health School of Public Health Imperial College London London United Kingdom
                [3 ] Institute of Medical Science Faculty of Medicine University of Toronto Toronto, ON Canada
                [4 ] Department of Learning, Informatics, Management and Ethics Karolinska Institutet Stockholm Sweden
                [5 ] Royal Society of Arts London United Kingdom
                [6 ] Family Medicine and Primary Care Lee Kong Chian School of Medicine Nanyang Technological University Singapore Singapore
                [7 ] Centre for Population Health Sciences Lee Kong Chian School of Medicine Nanyang Technological University Singapore Singapore
                [8 ] Centre de Philosophie du Droit (Cellule Biogov) Universite Catholique de Louvain Louvain-la-Neuve Belgium
                [9 ] Games for Health Innovations Centre Lee Kong Chian School of Medicine Nanyang Technological University Singapore Singapore
                [10 ] Emerging Technologies Lab Mohammed VI University of Health Sciences Casablanca Morocco
                [11 ] Health Workforce Department World Health Organization Geneva Switzerland
                Author notes
                Corresponding Author: Sarah Victoria Gentry sarah.gentry@ 123456doctors.org.uk
                Author information
                http://orcid.org/0000-0002-0805-0200
                http://orcid.org/0000-0002-0059-8685
                http://orcid.org/0000-0003-4524-487X
                http://orcid.org/0000-0001-5598-6987
                http://orcid.org/0000-0001-5298-3289
                http://orcid.org/0000-0001-8414-7664
                http://orcid.org/0000-0002-2566-4650
                http://orcid.org/0000-0001-6519-4174
                http://orcid.org/0000-0001-8999-6999
                http://orcid.org/0000-0002-2294-2547
                http://orcid.org/0000-0001-8969-371X
                Article
                v21i3e12994
                10.2196/12994
                6458534
                30920375
                fddc759f-3a98-41d0-8c8d-0ffa9de1225f
                ©Sarah Victoria Gentry, Andrea Gauthier, Beatrice L’Estrade Ehrstrom, David Wortley, Anneliese Lilienthal, Lorainne Tudor Car, Shoko Dauwels-Okutsu, Charoula K Nikolaou, Nabil Zary, James Campbell, Josip Car. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 28.03.2019.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/.as well as this copyright and license information must be included.

                History
                : 30 November 2018
                : 21 December 2018
                : 21 January 2019
                : 5 February 2019
                Categories
                Review
                Review

                Medicine
                video games,education, professional,review
                Medicine
                video games, education, professional, review

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