ArticleFrontiers in psychiatry2022
Gamification-based intervention for enhancing team effectiveness and coping flexibility: Randomized controlled trial.
Article in Frontiers in psychiatry, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers, 1 of them a synthesis that pooled it.
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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.
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Who cites it
3 citing papers in PubMed, 1 synthesis or guideline pooled it, 10 citations in OpenAlex.
- A meta-analytic review of the associations between dimensions of religious coping and psychological symptoms during the first wave of the COVID-19 pandemic.Frontiers in psychiatry · 2023Pooled it
- Gamification and Cognitive Factors: Research Hotspots, Knowledge Structure, and Future Directions Based on Bibliometric Analysis.Journal of Intelligence · 2026Article
- "Script Killing" immersive teaching improves the competency of emergency medicine residents rotating across departments.Frontiers in public health · 2026Article
Corrections and comments
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Authors and funding
2 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
This study aimed to evaluate a newly developed gamification-based intervention of serious play training (SPT). A randomized controlled trial was conducted to assess the efficacy of the new intervention program in comparison with a widely adopted cognitive-behavioral training (CBT) program. Real-life work teams were recruited to enhance the ecological validity of outcome evaluation. The participants comprised 250 Chinese working adults (68% men; median age = 25 years, range: 18-40) who took part voluntarily. They were randomly assigned to the SPT, CBT, and waitlist conditions. For outcome evaluation, team effectiveness was the primary outcome, whereas coping flexibility was the secondary outcome. For explanation of outcome changes, group cohesion and discriminative thinking were tested as the hypothesized learning mechanisms. The results revealed that the SPT group alone reported greater team effectiveness over time, with an increase in group cohesion found to explain the improvement. Both the SPT and CBT groups reported greater coping flexibility over time, with discriminative thinking found to account for the beneficial changes. These findings provide initial evidence indicating the efficacy of utilizing the gamification approach in corporate training for team-building and personal coping.
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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.