Evidence map›Paper›PMID 40540428›Full record

ArticleJMIR nursing2025

Gamification as a Tool for Understanding Mental Disorders in Nursing Students: Qualitative Study.

Pablo Del Pozo-Herce, Alberto Tovar-Reinoso, Eva García Carpintero-Blas, Ana Casaux Huertas, Regina Ruiz de Viñaspre-Hernández, Antonio Martínez-Sabater, Elena Chover-Sierra, Marta Rodríguez-García, Raul Juarez-Vela

Erratum issuedAbstract read
In one paragraph

Article in JMIR nursing, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 4 papers.

0numbers the graph read from it
0cells of the map it votes in
4citing 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

4 citing papers in PubMed.

  1. Gamification in Stomatherapy: Virtual Game for Pressure Injury Care.International journal of telemedicine and applications · 2026
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4 · The record

Corrections and comments

5 · Who and what money

Authors and funding

9 authors.

Pablo Del Pozo-HerceResearch Group on Innovation in Health Care and Nursing Education (INcUidE), UNIE University, Madrid, Spain.ORCID 0000-0002-2652-4895
Alberto Tovar-ReinosoResearch Group on Innovation in Health Care and Nursing Education (INcUidE), UNIE University, Madrid, Spain.ORCID 0000-0003-3348-3232
Eva García Carpintero-BlasResearch Group on Innovation in Health Care and Nursing Education (INcUidE), UNIE University, Madrid, Spain.ORCID 0000-0002-4984-2511
Ana Casaux HuertasMadrid Renal Foundation, Madrid, Spain.ORCID 0000-0003-0285-4504
Regina Ruiz de Viñaspre-HernándezResearch Group in Care GRUPAC, Department of Nursing, Faculty of Health Sciences, Universidad de La Rioja, Logroño, Spain.ORCID 0000-0003-0345-8028
Antonio Martínez-SabaterCare Research Group (INCLIVA), Hospital Clínico Universitario de Valencia, Valencia, Spain.ORCID 0000-0002-6440-1431
Elena Chover-SierraNursing Care and Education Research Group (GRIECE), Nursing Department, Universitat de València, Menendez y Pelayo, 19, Valencia, 46010, Spain, 34 639871179.ORCID 0000-0002-4141-6956
Marta Rodríguez-GarcíaResearch Group on Innovation in Health Care and Nursing Education (INcUidE), UNIE University, Madrid, Spain.ORCID 0000-0001-6506-0395
Raul Juarez-VelaResearch Group in Care GRUPAC, Department of Nursing, Faculty of Health Sciences, Universidad de La Rioja, Logroño, Spain.ORCID 0000-0003-3597-2048

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Gamification has emerged as an innovative pedagogical strategy in the educational field, transferring game tools to the teaching-learning process to improve students' motivation and engagement. Objective: This study aims to describe nursing students' perceptions of mental disorders using interactive cards as a gamification tool. Methods: This research was carried out at the Nursing School of a University in Madrid, Spain, with the participation of 50 first-year students enrolled in the nursing degree's general and developmental psychology course. Data were collected through focus groups and reflective narratives with semistructured interview questions between March and April 2024. After data collection, transcripts were generated and subjected to thematic analysis following the Consolidated Criteria for Reporting Qualitative Research (COREQ) checklist. Results: A total of three themes emerged from the analysis: (1) perception and stigma of mental disorders, (2) emotional connection and personal reflection in learning about mental disorders, and (3) gamification tools and their impact on learning. Conclusions: Gamification, especially through interactive cards, is valuable for teaching psychology and mental disorders in nursing education. It enables students to gain a deeper clinical understanding of mental illnesses and explore their emotional and social dimensions. This methodology fosters emotional reflection, reduces stigma, and encourages active engagement, contributing to developing more empathetic, reflective, and better-prepared nursing professionals. Its integration into educational programs enhances academic and humanistic competencies essential for mental health care.

Indexed as

Mental DisordersStudents, NursingAdultEducation, Nursing, BaccalaureateFemaleFocus GroupsHumansMaleQualitative ResearchSpainYoung Adultcognitive traininggamificationmental healthnursing studentsqualitative research

Identifiers

PMID40540428
PMCPMC12204240

What OpenQuestion holds

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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.