Evidence map›Paper›PMID 36703089›Full record

ArticleAcademic psychiatry : the journal of the American Association of Directors of Psychiatric Residency Training and the Association for Academic Psychiatry2023

Serious Games and Gamification: Health Care Workers' Experience, Attitudes, and Knowledge.

Zoltan Katonai, Rahul Gupta, Sabina Heuss, Thomas Fehr, Mark Ebneter, Thomas Maier, Thomas Meier, Donald Bux, Jessica Thackaberry, Andres R Schneeberger

Open access · bronzeAbstract read
In one paragraph

Article in Academic psychiatry : the journal of the American Association of Directors of Psychiatric Residency Training and the Association for Academic Psychiatry, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
7.5field-weighted citation impact, top 3% of its field
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

6 citing papers in PubMed, 18 citations in OpenAlex.

  1. Article
  2. Perspectives of Australian healthcare professionals towards gamification in practice.Nutrition & dietetics : the journal of the Dietitians Association of Australia · 2025
    Article
  3. PEDIATRIX SAFE KIDS: Serious Game on the safety of pediatric patients.Revista da Escola de Enfermagem da U S P · 2025
    Article
  4. Article
  5. Article
  6. Review
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

10 authors at 5 institutions in 2 countries.

Zoltan KatonaiPsychiatric Services Grisons, Chur, Switzerland.
Rahul GuptaPsychiatric Services Grisons, Chur, Switzerland.
Sabina HeussUniversity of Applied Sciences Northwestern Switzerland, Olten, Switzerland.
Thomas FehrCantonal Hospital of Grisons, Chur, Switzerland.
Mark EbneterClienia Private Clinic Littenheid, Littenheid, Switzerland.
Thomas MaierPsychiatric Services of the Canton St. Gallen-North, Wil, Switzerland.
Thomas MeierPsychiatric Services of the Canton St. Gallen-South, Pfäfers, Switzerland.
Donald BuxPsychiatric Services Grisons, Chur, Switzerland.
Jessica ThackaberryUniversity of California San Diego, San Diego, CA, USA.
Andres R SchneebergerUniversity of California San Diego, San Diego, CA, USA. aschneeberger@health.ucsd.edu.ORCID http://orcid.org/0000-0001-8176-9126
Swiss School of Tourism and Hospitality · CHUniversity of St.Gallen · CHFHNW University of Applied Sciences and Arts · CHUC San Diego Health System · USUniversity of California San Diego · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

objectiveWith the rapid advancement of digital technology due to COVID-19, the health care field is embracing the use of digital technologies for learning, which presents an opportunity for teaching methods such as serious games to be developed and improved. Technology offers more options for these educational approaches. The goal of this study was to assess health care workers' experiences, attitudes, and knowledge regarding serious games in training.

methodsThe convenience sample consisted of 223 participants from the specialties of internal medicine and psychiatry who responded to questions regarding sociodemographic data, experience, attitudes, and knowledge regarding serious games. This study used an ordinal regression model to analyze the relationship between knowledge, attitudes, and experiences and the idea or wish to implement serious games.

resultsThe majority of healthcare workers were not familiar with serious games or gamification. The results show gender and age differences regarding familiarity and willingness to use serious games. With increasing age, the respondents preferred conventional and traditional learning methods to playful teaching elements; younger generations were significantly more motivated than older generations when envisioning using elements of serious games in the future.

conclusionsThe COVID-19 pandemic has encouraged the use of new technologies and digitalization. This study describes positive attitudes toward serious games, mainly in younger people working in health care. Serious games present an opportunity to develop new approaches for postgraduate medical teachings and continuing medical education.

Indexed as

COVID-19Video GamesGamificationHealth PersonnelHumansPandemicsGamificationMedical educationPostgraduate educationSerious games

Identifiers

PMID36703089
PMCPMC9879618
OpenAlexW4318156759

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

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.