Evidence map›Paper›PMID 34129514›Full record

ArticleJMIR serious games2021

Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review.

Marc-André Maheu-Cadotte, Véronique Dubé, Sylvie Cossette, Alexandra Lapierre, Guillaume Fontaine, Marie-France Deschênes, Patrick Lavoie

Abstract read
In one paragraph

Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.

0numbers the graph read from it
0cells of the map it votes in
10citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

10 citing papers in PubMed.

  1. Article
  2. Article
  3. Review
  4. Article
  5. Article
  6. Article
  7. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Marc-André Maheu-CadotteFaculty of Nursing, Université de Montréal, Montreal, QC, Canada.ORCID https://orcid.org/0000-0003-3190-0901
Véronique DubéFaculty of Nursing, Université de Montréal, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-0602-0390
Sylvie CossetteFaculty of Nursing, Université de Montréal, Montreal, QC, Canada.ORCID https://orcid.org/0000-0001-5840-9122
Alexandra LapierreFaculty of Nursing, Université de Montréal, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-8704-4940
Guillaume FontaineFaculty of Nursing, Université de Montréal, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-7806-814X
Marie-France DeschênesFaculty of Nursing, Université de Montréal, Montreal, QC, Canada.ORCID https://orcid.org/0000-0002-7949-4466
Patrick LavoieFaculty of Nursing, Université de Montréal, Montreal, QC, Canada.ORCID https://orcid.org/0000-0001-8244-6484

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundOn the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational software that is designed for them. It can also help identify areas for improvement in the design of SGs and improve their efficacy in targeted learning outcomes. However, no recognized guidelines or frameworks exist to guide end users' involvement in SG development.

objectiveThe aim of this study is to describe how end users are involved in the development of SGs for health care professions education.

methodsWe examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on a design and development framework for SGs. Data were then coded and synthesized on the basis of similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages.

resultsEnd users' involvement was mentioned in the development of 21 of 45 SGs. The number of end users involved ranged from 12 to 36. End users were often involved in answering specific concerns that arose during the SG design (n=6) or in testing a prototype (n=12). In many cases, researchers solicited input from end users regarding the goals to reach (n=10) or the functional esthetics of the SGs (n=7). Most researchers used self-reported questionnaires (n=7).

conclusionsResearchers mentioned end users' involvement in the development of less than half of the identified SGs, and this involvement was also poorly described. These findings represent significant limitations to evaluating the impact of the involvement of end users on the efficacy of SGs and in making recommendations regarding their involvement.

Indexed as

educationend usersgame-based learninggame developmenthealth professions educationparticipatory designserious gamessystematic reviewuser-centered design

Identifiers

PMID34129514
PMCPMC8414295

What OpenQuestion holds

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Registered trials

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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.