ReviewJMIR serious games2020
Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review.
Review in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 28 papers, 1 of them a synthesis 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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
28 citing papers in PubMed, 1 synthesis or guideline pooled it, 59 citations in OpenAlex.
- 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
- Gaming for Adherence to Medication using Ehealth in Rheumatoid arthritis (GAMER) study: a randomised controlled trial.RMD open · 2022Trial
- Mobile Phone Access, Usage Patterns, and Perceptions of Adolescents Living With HIV on the Use of Gamified Interventions to Improve Antiretroviral Therapy Adherence in Eswatini: Qualitative Study.JMIR mHealth and uHealth · 2026Article
- Traditional medical education under siege: the revolutionary integration of virtual reality and gamification in medical escape rooms.BMC medical education · 2025Review
- The Medication Safety Adventure Trail: An Educational Intervention to Promote Public Awareness on Medication Safety.Pharmacy (Basel, Switzerland) · 2025Article
- Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review.JMIR serious games · 2025Review
- Pain Management in Cancer Patients: The Effectiveness of Digital Game-based Interventions: A Rapid Literature Review.Healthcare informatics research · 2024Article
- Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review.JMIR serious games · 2024Article
- Quality Assessment of Smartphone Medication Management Apps in France: Systematic Search.JMIR mHealth and uHealth · 2024Article
- Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study.JMIR serious games · 2024Article
- An evidence gap map of interventions for noncommunicable diseases and risk factors among children and adolescents.Nature medicine · 2024Article
- Assessing the Impact of a Serious Game (MedSMARxT: Adventures in PharmaCity) in Improving Opioid Safety Awareness Among Adolescents and Parents: Quantitative Study.JMIR formative research · 2023Article
- A Software Engineering Framework for Reusable Design of Personalized Serious Games for Health: Development Study.JMIR serious games · 2023Article
- Characterizing Pharmacist Perspectives on Utilizing a Personalized Family Medication Safety Plan for Opioid Education with Adolescents and Parents.Pharmacy (Basel, Switzerland) · 2023Article
- Patient perspectives on the use of mobile apps to support heart failure management: A qualitative descriptive study.PloS one · 2023Article
- Examining adolescents' opioid knowledge and likelihood to utilize an educational game to promote medication safety.Research in social & administrative pharmacy : RSAP · 2022Article
- Gamification in Diplomacy Studies as an Effective Tool for Knowledge Transfer: Questionnaire Study.JMIR serious games · 2022Article
- The Geriatric Virtual Escape Room in Pharmacy Education: Female Students Escape Significantly Faster than Male Students.Pharmacy (Basel, Switzerland) · 2022Article
- A Serious Puzzle Game to Enhance Adherence to Antirheumatic Drugs in Patients With Rheumatoid Arthritis: Systematic Development Using Intervention Mapping.JMIR serious games · 2022Article
- Exploring Middle School Students' Perspectives on Using Serious Games for Cancer Prevention Education: Focus Group Study.JMIR serious games · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors at 1 institution in 1 country.
Funding
Abstract
backgroundThe United States spends more than US $100 billion annually on the impact of medication misuse. Serious games are effective and innovative digital tools for educating patients about positive health behaviors. There are limited systematic reviews that examine the prevalence of serious games that incorporate medication use.
objectiveThis systematic review aimed to identify (1) serious games intended to educate patients about medication adherence, education, and safety; (2) types of theoretical frameworks used to develop serious games for medication use; and (3) sampling frames for evaluating serious games on medication use.
methodsPubMed, Scopus, and Web of Science databases were searched for literature about medication-based serious games for patients. Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed for article selection.
resultsUsing PRISMA guidelines, 953 publications and 749 unique titles were identified from PubMed, Scopus, and Web of Science. A total of 16 studies featuring 12 unique serious games were included with components of medication adherence, education, and safety, published from 2003 to 2019. Of the 12 games included, eight serious games were tested in adolescents, three games were tested in young adults, and one game was tested in adults. Most studies (n=11) used small sample sizes to test the usability of serious games. Theoretical frameworks identified in the 12 serious games included information, motivation, and behavior theory; social cognitive theory; precede-proceed model; middle-range theory of chronic illness; adult learning theory; experiential learning theory; and the theory of reasoned action. Existing reviews explore serious games focused on the management of specific disease states, such as HIV, diabetes, and asthma, and on the positive impact of serious game education in each respective disease state. Although other reviews target broad topics such as health care gamification and serious games to educate health care workers, no reviews focus solely on medication use. Serious games were mainly focused on improving adherence, whereas medication safety was not widely explored. Little is known about the efficacy and usability of medication-focused serious games often because of small and nonrepresentative sample sizes, which limit the generalizability of existing studies.
conclusionsLimited studies exist on serious games for health that incorporate medication use. The findings from these studies focus on developing and testing serious games that teach patients about medication use and safety. Many of these studies do not apply a theoretical framework in the design and assessment of these games. In the future, serious game effectiveness could be improved by increasing study sample size and diversity of study participants, so that the results are generalizable to broader populations. Serious games should describe the extent of theoretical framework incorporated into game design and evaluate success by testing the player's retention of learning objectives.
Indexed as
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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.