ArticleJMIR serious games2024
The Role of AI in Serious Games and Gamification for Health: Scoping Review.
Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 papers.
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Who cites it
16 citing papers in PubMed.
- Trial
- Reinforcement learning-driven adaptive game therapy for cognitive impairment patients with improved vision transformer based detection model.BMC psychology · 2026Article
- Article
- The Mechanism and Design Principles of Serious Games in Enhancing Adolescents' Internet Adaptability.JMIR serious games · 2026Article
- Integrating Artificial Intelligence with Gamification in Medical Education: A Pedagogically Grounded Framework and Critical Review.Advances in medical education and practice · 2026Review
- Digital nudges and gamification: how the China state promotes citizens to manage chronic diseases in neighborhoods.BMC public health · 2025Article
- Review
- Development and Evaluation of a Case-Based Serious Game for Diagnosis and Treatment Planning in Orthodontic Education: Quasi-Experimental Study.JMIR serious games · 2025Article
- A cost-effective approach using generative AI and gamification to enhance biomedical treatment and real-time biosensor monitoring.Scientific reports · 2025Article
- Feasibility and Usability of an Artificial Intelligence-Powered Gamification Intervention for Enhancing Physical Activity Among College Students: Quasi-Experimental Study.JMIR serious games · 2025Article
- Machine Learning Analysis of Engagement Behaviors in Older Adults With Dementia Playing Mobile Games: Exploratory Study.JMIR serious games · 2025Article
- Insights From Art Therapists on Using AI-Generated Art in Art Therapy: Mixed Methods Study.JMIR formative research · 2024Article
- Article
- Artificial Intelligence and Healthcare Simulation: The Shifting Landscape of Medical Education.Cureus · 2024Review
- Role of Artificial Intelligence (AI) in Patient Education and Communication in Dentistry.Cureus · 2024Review
- Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study.JMIR serious games · 2024Article
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Authors and funding
3 authors.
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Abstract
backgroundArtificial intelligence (AI) and game-based methods such as serious games or gamification are both emerging technologies and methodologies in health care. The merging of the two could provide greater advantages, particularly in the field of therapeutic interventions in medicine.
objectiveThis scoping review sought to generate an overview of the currently existing literature on the connection of AI and game-based approaches in health care. The primary objectives were to cluster studies by disease and health topic addressed, level of care, and AI or games technology.
methodsFor this scoping review, the databases PubMed, Scopus, IEEE Xplore, Cochrane Library, and PubPsych were comprehensively searched on February 2, 2022. Two independent authors conducted the screening process using Rayyan software (Rayyan Systems Inc). Only original studies published in English since 1992 were eligible for inclusion. The studies had to involve aspects of therapy or education in medicine and the use of AI in combination with game-based approaches. Each publication was coded for basic characteristics, including the population, intervention, comparison, and outcomes (PICO) criteria; the level of evidence; the disease and health issue; the level of care; the game variant; the AI technology; and the function type. Inductive coding was used to identify the patterns, themes, and categories in the data. Individual codings were analyzed and summarized narratively.
resultsA total of 16 papers met all inclusion criteria. Most of the studies (10/16, 63%) were conducted in disease rehabilitation, tackling motion impairment (eg, after stroke or trauma). Another cluster of studies (3/16, 19%) was found in the detection and rehabilitation of cognitive impairment. Machine learning was the main AI technology applied and serious games the main game-based approach used. However, direct interaction between the technologies occurred only in 3 (19%) of the 16 studies. The included studies all show very limited quality evidence. From the patients' and healthy individuals' perspective, generally high usability, motivation, and satisfaction were found.
conclusionsThe review shows limited quality of evidence for the combination of AI and games in health care. Most of the included studies were nonrandomized pilot studies with few participants (14/16, 88%). This leads to a high risk for a range of biases and limits overall conclusions. However, the first results present a broad scope of possible applications, especially in motion and cognitive impairment, as well as positive perceptions by patients. In future, the development of adaptive game designs with direct interaction between AI and games seems promising and should be a topic for future reviews.
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