ArticlePloS one2025
Virtual serious games for women's health education: A scoping review.
Article in PloS one, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
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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.
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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
1 citing paper in PubMed.
- Development and Formative Evaluation of a Narrative-Based Serious Game for Pregnancy Education: Mixed Methods Study.JMIR formative research · 2026Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVirtual serious games (VSGs) offer an engaging approach to women's health education. This review examines the state of research on VSGs, focusing on intended users, design characteristics, and assessed outcomes.
methodsFollowing JBI methodology guidance for the scoping review, searches were conducted in the MEDLINE, CINAHL, EMBASE, Web of Science, and PsycINFO databases from inception to April 22, 2024. Eligible sources included participants: women or females aged 18 years and older, with no restrictions based on health condition or treatment status; concept: VSGs; context: settings where health education is provided. Sources were restricted to English language and peer-reviewed articles. Two reviewers independently screened titles, abstracts, and full texts using eligibility criteria. Data extraction was performed by one reviewer and verified by another using a custom tool. Quantitative (e.g., frequency counting) and qualitative (content analysis) methods were employed. The findings were organized into figures and tables accompanied by a narrative description.
results12 studies from 2008 to 2023, mostly in the U.S. (66.7%), explored various age groups and women's health, focusing on breast and gynecological cancer (67%). Half (50%) of the VSGs were theory-informed; 41.7% involved users, and 58.3% had partnerships. Game types included tablet (41.7%), mobile (25%), and web (33.3%). Gameplay dosage varied from single session (50%) to self-directed (25%) and specific frequency (25%). Gameplay duration was self-directed (50%) or fixed lengths (50%). Outcomes included knowledge (50%), skills (16.7%), satisfaction (58.3%), health-related metrics (41.7%), and gameplay analysis (16.7%).
conclusionsStudies show increased interest in VSGs for women's health education, especially regarding breast and gynecological cancer. The focus on theoretical frameworks, user involvement, and collaborations highlights a multidisciplinary approach. Varied game modalities, dosage, and assessed outcomes underscore VSG adaptability. Future research should explore long-term effects of VSGs to advance women's health education.
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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.