SynthesisJournal of the American Medical Informatics Association : JAMIA2016
Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis.
Synthesis in Journal of the American Medical Informatics Association : JAMIA, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. It is linked to 2 registered trials, which are not on this map. Cited by 64 papers, 13 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Video Developed for Children With Familial Mediterranean Fever The Effect of Game on Disease Management and Quality of Life
Endoexpedition - Use of a Serious Game to Deliver Patient Information and Decision Aid for Individuals With Endometriosis: A National Multicenter Randomized-controlled Trial.
Who cites it
64 citing papers in PubMed, 13 syntheses or guidelines pooled it, 211 citations in OpenAlex.
- Effectiveness of Digital Serious Games on Knowledge and Attitudes in Public Health Education: Systematic Review and Bayesian Network Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- Effectiveness of Video Games as Physical Treatment in Patients with Cystic Fibrosis: Systematic Review.Sensors (Basel, Switzerland) · 2022Pooled it
- Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.Frontiers in public health · 2022Pooled it
- Serious games and eating behaviors: A systematic review of the last 5 years (2018-2022).Frontiers in nutrition · 2022Pooled it
- Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review.European child & adolescent psychiatry · 2022Pooled it
- The development of laparoscopic skills using virtual reality simulations: A systematic review.PloS one · 2021Pooled it
- Digital Behavior Change Interventions for Younger Children With Chronic Health Conditions: Systematic Review.Journal of medical Internet research · 2020Pooled it
- Serious games for smoking prevention and cessation: A systematic review of game elements and game effects.Journal of the American Medical Informatics Association : JAMIA · 2020Pooled it
- Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis.Journal of medical Internet research · 2020Pooled it
- Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review.Frontiers in psychiatry · 2020Pooled it
- Use of Technology-Based Tools to Support Adolescents and Young Adults With Chronic Disease: Systematic Review and Meta-Analysis.JMIR mHealth and uHealth · 2019Pooled it
- Serious Gaming and Gamification Education in Health Professions: Systematic Review.Journal of medical Internet research · 2019Pooled it
- Serious games as an educational strategy to control childhood obesity: a systematic literature review1.Revista latino-americana de enfermagem · 2018Pooled it
- Impact of Pediatric Mobile Game Play on Healthy Eating Behavior: Randomized Controlled Trial.JMIR mHealth and uHealth · 2020Trial
- Videogames That Encourage Healthy Behavior Did Not Alter Fasting Insulin or Other Diabetes Risks in Children: Randomized Clinical Trial.Games for health journal · 2019Trial
- Trial
- Digital art as a novel medium for health communication: enabling interactive interventions and reconstructing health experiences in public health.Frontiers in public health · 2026Article
- Editorial: Reviews in serious games and mobile health interventions: form design, implementation, user engagement, and behavior change.Frontiers in public health · 2026Article
- Technology Utilisation and Engagement in Physical Activity of Adolescents With Intellectual Disabilities: A Scoping Review.Journal of applied research in intellectual disabilities : JARID · 2026Article
- Review
4 more citing papers are in PubMed but not listed here.
Corrections and comments
- Erratum issued
Authors and funding
6 authors at 3 institutions in 3 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectiveTo conduct a systematic review and meta-analysis of randomized controlled trials assessing the effectiveness of serious games in improving knowledge and/or self-management behaviors in young people with chronic conditions. MATERIALS AND
methodsThe authors searched the databases PubMed, Cochrane Library, Web of Sciences, and PsychINFO for articles published between January 1990 and January 2014. Reference lists were hand-searched to retrieve additional studies. Randomized controlled trials that compared a digital game with either standard education or no specific education in a population of children and/or adolescents with chronic conditions were included.
resultsThe authors identified 9 studies in which the effectiveness of serious games in young people with chronic conditions was evaluated using a randomized controlled trials design. Six studies found a significant improvement of knowledge in the game group from pretest to posttest; 4 studies showed significantly better knowledge in the game group than in the control group after the intervention. Two studies reported significantly better self-management in the game group than in the control group after the intervention. Seven studies were included in the meta-analysis. For knowledge, pooled estimate of Hedges' gu was 0.361 (95% confidence intervals, 0.098-0.624), demonstrating that serious games improve knowledge in patients. For self-management, pooled estimate of Hedges' gu was 0.310 (95% confidence intervals, 0.122-0.497), showing that gaming improves self-management behaviors.
conclusionsThe authors' meta-analysis shows that educational video games can be effective in improving knowledge and self-management in young people with chronic conditions.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.