SynthesisJournal of medical Internet research2019
Serious Gaming and Gamification Education in Health Professions: Systematic Review.
Synthesis in Journal of medical Internet research, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 3 registered trials, which are not on this map. Cited by 225 papers, 14 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.
A Blended Gaming COVID-19 Training System (BGCTS) With WHO Guidelines for Staff in Residential Care Homes: A Cluster Randomized Controlled Trial
Exploring the Views of Medical Students on Medical Escape Room Experiences With Narrow Learning Objectives and Structured Debriefings
Evaluating TESLA-G, a Gamified, Telegram-delivered, Quizzing Platform for Surgical Education in Medical Students: a Protocol for a Pilot Randomised Controlled Trial
Who cites it
225 citing papers in PubMed, 14 syntheses or guidelines pooled it.
- Do games work? A meta-analytic synthesis of gamified learning for clinical reasoning in medical and allied health education.Medical education online · 2026Pooled it
- Exploring the Effectiveness of Gamification in Food Safety Training: A Systematic Review.Journal of food science · 2026Pooled it
- Innovative technologies in psychiatry education: a systematic review.BMC medical education · 2026Pooled it
- Global trends and thematic clusters in healthcare professional education, medical errors, and patient safety: a bibliometric analysis, 2000-2026.Frontiers in medicine · 2026Pooled it
- Motivation Theories and Constructs in Experimental Studies of Online Instruction: Systematic Review and Directed Content Analysis.JMIR medical education · 2025Pooled it
- Gamification in midwifery education: a systematic review.BMC medical education · 2025Pooled it
- Game-thinking; utilizing serious games and gamification in nursing education - a systematic review and meta-analysis.BMC medical education · 2025Pooled it
- Educational outcomes of digital serious games in nursing education: a systematic review and meta-analysis of randomized controlled trials.BMC medical education · 2024Pooled it
- Spaced Digital Education for Health Professionals: Systematic Review and Meta-Analysis.Journal of medical Internet research · 2024Pooled it
- What are the learning objectives in surgical training - a systematic literature review of the surgical competence framework.BMC medical education · 2024Pooled it
- Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012-2022.BMC medical education · 2024Pooled it
- Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.Frontiers in public health · 2022Pooled it
- Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Effects of a game-based learning ıntervention on self-reported learning strategies and professional attitudes in kinesiophobia management education: a parallel-group randomized controlled trial.BMC medical education · 2026Trial
- The educational impact of a serious game for airway management skills of medical trainees.BMC medical education · 2026Trial
- Effectiveness of a digital game based study guide on head trauma assessment on knowledge and practical skills of nursing students: a quasi-experimental study.BMC medical education · 2025Trial
- A comparison of 3D game-based simulation versus traditional methods in vital signs education.BMC medical education · 2025Trial
- Effectiveness of gamification-based teaching in approach to eye trauma: a randomized educational intervention trial.BMC ophthalmology · 2024Trial
- Perceptions of medical students on narrow learning objectives and structured debriefing in medical escape rooms: a qualitative study.BMC medical education · 2024Trial
165 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
11 authors.
Funding
Abstract
backgroundThere 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.
objectiveThe 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).
methodsA 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.
resultsA 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.
conclusionsSerious 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.
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.