Evidence map›Paper›PMID 38089458›Full record

ReviewJAC-antimicrobial resistance2023

Gamification as an educational tool to address antimicrobial resistance: a systematic review.

Avis A Nowbuth, Akwi W Asombang, Khuder Alaboud, Célia Souque, Butros M Dahu, Kyrtania Pather, Monica M Mwanza, Sameen Lotfi, Vikram S Parmar

Abstract readReview
In one paragraph

Review in JAC-antimicrobial resistance, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers.

0numbers the graph read from it
0cells of the map it votes in
17citing 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

17 citing papers in PubMed.

  1. Review
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  3. Bakterion: development of a serious game for microbiology education.Brazilian journal of medical and biological research = Revista brasileira de pesquisas medicas e biologicas · 2026
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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

9 authors.

Avis A NowbuthDepartment of Neuromedicine and Movement Sciences, Norwegian University of Science and Technology (NTNU), Trondheim, Norway.ORCID https://orcid.org/0000-0002-6919-1154
Akwi W AsombangDepartment of Research, Pan-African Organization for Health Education and Research (POHER), Manchester, MO, USA.
Khuder AlaboudInstitute for Data Science and Informatics, University of Missouri, Columbia, MO, USA.
Célia SouqueDepartment of Biomedical Informatics, Harvard Medical School, Boston, MA, USA.
Butros M DahuInstitute for Data Science and Informatics, University of Missouri, Columbia, MO, USA.
Kyrtania PatherDepartment of Family Medicine and Primary Care, University of the Witwatersrand, Johannesburg, South Africa.
Monica M MwanzaDepartment of Research, Pan-African Organization for Health Education and Research (POHER), Manchester, MO, USA.
Sameen LotfiDepartment of Research, Pan-African Organization for Health Education and Research (POHER), Manchester, MO, USA.
Vikram S ParmarDepartment of Neuromedicine and Movement Sciences, Norwegian University of Science and Technology (NTNU), Trondheim, Norway.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Antimicrobial resistance (AMR) poses a serious threat to global healthcare, and inadequate education has been identified as a major challenge by the WHO. The human , animal and agricultural sectors contribute to the emergence of AMR. Gamification has emerged as an innovative tool to improve knowledge and change behaviours. Our study provides an overview of the literature on existing games in prescribers' education across the One Health sectors, with a particular focus on the impact of gamification on learning. Methods: Using the PRISMA guidelines, we searched Cochrane, PubMed, Scopus and Google Scholar for articles related to gamification for future prescribers of antimicrobials from inception until 28 March 2023. Retrieval and screening of articles was done using a structured search protocol with strict inclusion/exclusion criteria. Results: A total of 120 articles were retrieved, of which 6 articles met the inclusion criteria for final analysis. High-income countries had the most studies, with one global study incorporating low- to middle-income countries. All games were evaluated in the human sector. Board and card games, featuring scoring and point systems, were the most prevalent game types. Most games focused on improving knowledge and prescribing behaviours of medical students, with bacteria or antibiotics as the only content. All studies highlighted the significant potential of gamification in mitigating AMR, promoting antimicrobial stewardship, and improving retention of information compared with conventional lectures. Conclusions: Our review found an absence of studies in the animal and environmental sectors, disproportionately focused on medical students with questionable sample size, inadequate assessment of game content and effectiveness, and opportunities for game developers.

Identifiers

PMID38089458
PMCPMC10712719

What OpenQuestion holds

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LicenceCC BY
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.