Literature DB >> 32134391

Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review.

Nahid Sharifzadeh1, Hadi Kharrazi2, Elham Nazari1, Hamed Tabesh1, Maryam Edalati Khodabandeh1, Somayeh Heidari3, Mahmood Tara1.   

Abstract

BACKGROUND: Serious educational games have shown effectiveness in improving various health outcomes. Previous reviews of health education games have focused on specific diseases, certain medical subjects, fixed target groups, or limited outcomes of interest. Given the recent surge in health game studies, a scoping review of health education games is needed to provide an updated overview of various aspects of such serious games.
OBJECTIVE: This study aimed to conduct a scoping review of the design and evaluation of serious educational games for health targeting health care providers, patients, and public (health) users.
METHODS: We identified 2313 studies using a unique combination of keywords in the PubMed and ScienceDirect databases. A total of 161 studies were included in this review after removing duplicates (n=55) and excluding studies not meeting our inclusion criteria (1917 based on title and abstract and 180 after reviewing the full text). The results were stratified based on games targeting health care providers, patients, and public users.
RESULTS: Most health education games were developed and evaluated in America (82/161, 50.9%) and Europe (64/161, 39.8%), with a considerable number of studies published after 2012. We discovered 58.4% (94/161) of studies aiming to improve knowledge learning and 41.6% (67/161) to enhance skill development. The studies targeted various categories of end users: health care providers (42/161, 26.1%), patients (38/161, 23.6%), public users (75/161, 46.6%), and a mix of users (6/161, 3.7%). Among games targeting patients, only 13% (6/44) targeted a specific disease, whereas a growing majority targeted lifestyle behaviors, social interactions, cognition, and generic health issues (eg, safety and nutrition). Among 101 studies reporting gameplay specifications, the most common gameplay duration was 30 to 45 min. Of the 61 studies reporting game repetition, only 14% (9/61) of the games allowed the users to play the game with unlimited repetitions. From 32 studies that measured follow-up duration after the game intervention, only 1 study reported a 2-year postintervention follow-up. More than 57.7% (93/161) of the games did not have a multidisciplinary team to design, develop, or assess the game.
CONCLUSIONS: Serious games are increasingly used for health education targeting a variety of end users. This study offers an updated scoping review of the studies assessing the value of serious games in improving health education. The results showed a promising trend in diversifying the application of health education games that go beyond a specific medical condition. However, our findings indicate the need for health education game development and adoption in developing countries and the need to focus on multidisciplinary teamwork in designing effective health education games. Furthermore, future health games should expand the duration and repetition of games and increase the length of the follow-up assessments to provide evidence on long-term effectiveness. ©Nahid Sharifzadeh, Hadi Kharrazi, Elham Nazari, Hamed Tabesh, Maryam Edalati Khodabandeh, Somayeh Heidari, Mahmood Tara. Originally published in JMIR Serious Games (http://games.jmir.org), 05.03.2020.

Entities:  

Keywords:  game-based learning; health education; health games; serious games

Year:  2020        PMID: 32134391     DOI: 10.2196/13459

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  7 in total

1.  Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants.

Authors:  Rina R Wehbe; Colin Whaley; Yasaman Eskandari; Ally Suarez; Lennart E Nacke; Jessica Hammer; Edward Lank
Journal:  JMIR Serious Games       Date:  2022-05-19       Impact factor: 3.364

2.  Development of and User Feedback on a Board and Online Game to Educate on Antimicrobial Resistance and Stewardship.

Authors:  Diane Ashiru-Oredope; Maxencia Nabiryo; Andy Yeoman; Melvin Bell; Sarah Cavanagh; Nikki D'Arcy; William Townsend; Dalius Demenciukas; Sara Yadav; Frances Garraghan; Vanessa Carter; Victoria Rutter; Richard Skone-James
Journal:  Antibiotics (Basel)       Date:  2022-05-01

Review 3.  Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review.

Authors:  Teresa Hagan Thomas; Varshini Sivakumar; Dmitriy Babichenko; Victoria L B Grieve; Mary Lou Klem
Journal:  JMIR Serious Games       Date:  2020-07-30       Impact factor: 4.143

Review 4.  Taking Serious Games Forward in Curriculum and Assessment: Starting Infusions Right Every Time.

Authors:  Fatimah Lateef; Rong Ee Lim; Michelle Wan Yu Loh; Kelvin Yew Chuan Pang; Mark Wong; Kai Xiong Lew; Suppiah Madhavi
Journal:  J Emerg Trauma Shock       Date:  2021-12-24

5.  A "Proof of Concept" Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training.

Authors:  Peter Ducharme; Jason Kahn; Carrie Vaudreuil; Michaela Gusman; Deborah Waber; Abigail Ross; Alexander Rotenberg; Ashley Rober; Kara Kimball; Alyssa L Peechatka; Joseph Gonzalez-Heydrich
Journal:  Front Psychiatry       Date:  2021-09-01       Impact factor: 4.157

6.  Development and questionnaire-based evaluation of virtual dental clinic: a serious game for training dental students.

Authors:  Ju-Hui Wu; Je-Kang Du; Chen-Yi Lee
Journal:  Med Educ Online       Date:  2021-12

7.  Preliminary User Evaluation of a New Dental Technology Virtual Simulation System: Development and Validation Study.

Authors:  Mengwei Pang; Xiaohan Zhao; Daiyu Lu; Yihan Dong; Lin Jiang; Jie Li; Ping Ji
Journal:  JMIR Serious Games       Date:  2022-09-12       Impact factor: 3.364

  7 in total

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