Serious Games and Gamification in Healthcare: A Meta-Review
Abstract
:1. Introduction
- What are the most common health conditions that serious games and gamification techniques have been used to address?
- What are the most common game mechanics and design elements used in serious games and gamification for health?
- What is the evidence for the effectiveness of serious games and gamification in promoting positive health outcomes?
- A curated collection of SGG surveys over the last five years.
- Based on citations to publications discovered in chosen surveys, an analysis of the present situation of the SGG research field.
2. Methodology
2.1. Literature Search
2.2. Assessment of Quality
2.3. Quantitative Evaluation
- Publication year helped to identify publication trends over time and to understand how the research field has evolved.
- Subject area helped to identify the specific field or discipline in which the studies were conducted and was useful in helping to understand the broader context of the research. The analysis of subject area also helped to identify any overlaps or gaps in the literature and to identify new areas of research that may have been relevant to the specific field or discipline.
- Journal provided information on the quality of the journal, the impact factor, and the reach of the journal.
- Author provided information on the number of authors, the authors’ affiliations, and the authors’ publication history, which were useful when identifying the most influential authors in a certain area of research.
- Number of citations included information on the number of times the study was cited by other papers, which was used as an indicator of the impact and influence of a study within its field. Studies with a high number of citations are often considered to be highly influential and important in the field. In this study, all citation counts were retrieved from the Scopus bibliographic database.
- Distribution of keywords helped to identify the most common terms used in the studies and to understand the language used to describe the research, which was of further help to identify key areas in the research field. This information can be useful for researchers, to identify gaps in the literature and to understand the latest trends in the field. It can also be used by practitioners to understand the current state of the field and to identify new areas of research that may be relevant to their work.
3. Analysis of Meta-Review Results
3.1. Preliminaries
- Analyze, describe, and present the relevant literature’s relationships (such as the number of publications per year and research topic, etc.).
- Present information on current research trends in SGG as well as a critical examination of the issues that have been found.
- To help us to visualize the various study methodologies employed in the scientific literature up to this point regarding the propagation of SGG review papers.
3.2. Results and Their Analysis
3.3. Quality Evaluation Using AMSTAR
4. Analysis and Discussion of the Systematic Reviews on SSG
4.1. Games for General Health
4.2. Games for Rehabilitation
4.3. Virtual Reality Games
4.4. Video Games
4.5. Games for Education
4.6. Games for Mental Disorders
4.7. Other Games
5. Findings
5.1. Answers to Research Questions
- Substance abuse, especially in terms of addiction to alcohol [32] and drugs.
- Smoking cessation [32].
- Geriatric care, especially in terms of promoting healthy aging and preventing cognitive decline (e.g., due to Alzheimer’s disease) [49].
- Pain management, especially in terms of chronic pain patients [56].
- Points, badges, and leaderboards which are used to provide feedback on progress, and to create a sense of competition and accomplishment [54].
- Quests and challenges which are used to create a sense of purpose, and to provide structure for the player’s experience [28].
- Virtual rewards and incentives which are used to motivate players to engage in desired behaviors, such as exercising or taking medication [28].
- Personalization and tailoring which are used to adapt the game or gamification experience to the specific needs and preferences of the player.
5.2. Limitations
6. Research Gaps, Trends, Challenges, and Future Directions
6.1. Research Gaps
- Limited research on the scalability and sustainability of serious games and gamification for health and how to increase their adoption by healthcare providers and patients. Here, scalability is understood as the ability of the game platform to support a large number of players. Sustainability is understood as the ability of the game to sustain player interest in healthy behaviors and motivate him/her to continue playing [71].
- Limited research on the effectiveness of serious games and gamification for specific population groups, such as marginalized communities [80].
- Limited research on the cost-effectiveness and economic benefits of serious games and gamification for health [56].
6.2. Current Research Challenges
6.3. Current Trends of Research in Serious Games and Gamification for Health
- A shift towards the use of mobile and digital platforms for delivering serious game and gamification interventions [55], as these platforms are increasingly accessible and convenient for patients and healthcare providers.
- A growing use of machine learning and other advanced technologies [40] to personalize and adapt serious games and gamification interventions to the specific needs and preferences of individual players.
- Increasing recognition of the need for rigorous evaluation and validation of serious games and gamification techniques for health, to understand their effectiveness, the underlying mechanisms of action, and the optimal duration of treatment [55].
6.4. Future Research Directions
7. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Bibliographic Database | Scopus |
---|---|
Article title | “serious game” OR gamif * |
Search within results | health * OR medical OR rehabilitation |
Years | 2017–2021 |
Document type | Review |
Source type | Journal |
Language | English |
Search query | (TITLE (“serious game”)) AND (TITLE-ABS-KEY (health * OR medical OR rehabilitation)) AND (LIMIT-TO (PUBYEAR, 2021) OR LIMIT-TO (PUBYEAR, 2020) OR LIMIT-TO (PUBYEAR, 2019) OR LIMIT-TO (PUBYEAR, 2018) OR LIMIT-TO (PUBYEAR, 2017)) AND (LIMIT-TO (DOCTYPE, “re”)) AND (LIMIT-TO (LANGUAGE, “English”)) AND (LIMIT-TO (SRCTYPE, “j”)) |
Year | 2017 | 2018 | 2019 | 2020 | 2021 |
---|---|---|---|---|---|
Papers | 10 | 8 | 9 | 15 | 11 |
Citations | 15 | 75 | 237 | 386 | 545 |
Subject Area | Number of Papers | References |
---|---|---|
Medicine | 41 | [21,22,23,24,25,27,31,32,35,36,37,38,42,43,44,46,47,48,49,50,51,52,53,54,55,56,58,60,61,62,63,64,65,66,67,68,69,70,71,72] |
Computer Science | 15 | [22,24,26,27,31,38,39,40,48,57,60,62,70,72,73] |
Health Professions | 15 | [21,23,24,42,44,47,51,55,56,61,63,65,67,68,69] |
Engineering | 15 | [21,23,24,30,40,42,47,51,55,60,61,63,65,67,68,69] |
Social Sciences | 10 | [22,27,29,31,38,45,48,53,70,72] |
Nursing | 4 | [28,33,34,44] |
Psychology | 2 | [26,66] |
Others | 6 | [26,27,28,36,53,60] |
Venue | Number of Papers |
---|---|
JMIR Serious Games | 11 |
Games for Health Journal | 6 |
Journal of NeuroEngineering and Rehabilitation | 2 |
Country | Universities or Institutes | Number of Papers |
---|---|---|
USA | Harvard Medical School, Johns Hopkins Bloomberg School of Public Health, University of Pittsburgh, University of Wisconsin School of Medicine and Public Health, Northeastern University, Massachusetts General Hospital, Boston College, Michigan State University, University of Wisconsin–Madison | 7 |
Brazil | Universidade de São Paulo, Universidade Federal de São Carlos, Universidade Brasil U.B. Fernandópolis, Universidade Federal do Rio Grande do Sul, Universidade Federal de Pelotas, Universidade Federal de Uberlândia, Universidade Federal do Triangulo Mineiro, Universidade Estadual do Ceará | 6 |
Canada | University of Montreal, Royal Alexandra Hospital, Edmonton, Institut de Cardiologie de Montreal, University of Alberta | 6 |
Germany | Uniklinik Köln, Technische Universität Braunschweig, FOM University of Applied Sciences (Essen), Technische Universität Kaiserslautern, Technische Universität Darmstadt, Medizinische Hochschule Hannover (MHH), Karlsruher Institut für Technologie, Peter L. Reichertz Institut für Medizinische Informatik (Braunschweig) | 5 |
The Netherlands | Universiteit van Amsterdam, Vrije Universiteit Amsterdam, Universitair Medisch Centrum Groningen, Delft University of Technology, Universiteit Utrecht, Rijksuniversiteit Groningen, Medisch Centrum Leeuwarden, Amsterdam Public Health | 5 |
Portugal | Universidade Nova de Lisboa, Alcoitão Centre for Rehabilitation Medicine, Universidade da Beira Interior, Universidade de Aveiro, Instituto de Engenharia Electrónica e Telemática de Aveiro, Universidade Católica Portuguesa, University of Coimbra | 4 |
Spain | Universidad de Murcia, Universidad de Deusto, Universitat de les Illes Balears, Universidad de Burgos | 4 |
Australia | Deakin University, University of Melbourne, The University of Western Australia | 3 |
Belgium | Erasmus University College Brussels, Université Catholique de Louvain, Cliniques Universitaires Saint-Luc | 3 |
Singapore | Nanyang Technological University, Singapore Institute of Mental Health, National University of Singapore, Singapore General Hospital | 3 |
Reference | Authors | Year | Journal | Citations |
---|---|---|---|---|
[62] | Sardi, L., Idri, A., Fernández-Alemán, J.L. | 2017 | Journal of Biomedical Informatics | 347 |
[52] | Lau, H.M., Smit, J.H., Fleming, T.M., Riper, H. | 2017 | Frontiers in Psychiatry | 140 |
[73] | Zhonggen, Y. | 2019 | International Journal of Computer Games Technology | 115 |
[70] | Villani, D., Carissoli, C., Triberti, S., (…), Gilli, G., Riva, G. | 2018 | Games for Health Journal | 108 |
[45] | Gorbanev, I., Agudelo-Londoño, S., González, R.A., (…), Yepes, F.J., Muñoz, Ó. | 2018 | Medical Education Online | 103 |
Citations | Number of Papers (Percentage) |
---|---|
0–9 | 19 (35.8%) |
10–99 | 29 (54.7%) |
>100 | 5 (9.5%) |
Reference | Authors | Year | No. of Citations |
---|---|---|---|
[74] | American Psychiatric Association | 1994 | 193,348 |
[75] | Cohen | 1988 | 118,898 |
[77] | Folstein et al. | 1975 | 68,934 |
[78] | Ajzen | 1991 | 41,588 |
[76] | Moher et al. | 2009 | 37,389 |
Database | Number of Papers |
---|---|
PUBMED | 25 |
Web of Science | 15 |
Cochrane Central Register of Controlled Trials | 12 |
MEDLINE | 11 |
IEEE Digital Library/IEEExplore | 10 |
Scopus, EMBASE | 9 |
ScienceDirect | 8 |
PsycINFO, CINAHL (Current Index to Nursing and Allied Health Literature) | 6 |
Google Scholar | 5 |
LILACS | 3 |
ACM Digital Library, Taylor & Francis, Springer, ERIC (Education Resources Information Center), Wiley | 2 |
Reference | Year of Study | Number of Included Studies | Year Range of Included Studies | Databases | Keywords (Search Query) |
---|---|---|---|---|---|
[73] | 2019 | 46 | 2009–2018 | Web of Science (WoS) | “serious game”, “serious gaming”, “education”, “learning” |
[66] | 2019 | 34 | 1990–2018 | CINAHL Plus (EBSCOhost), Embase, ERIC (Proquest), Medline, PsychInfo | “autism”, “social”, “emotion”, “computer” |
[62] | 2017 | 46 | 2010–2015 | ACM, IEEE-Xplore, Springer, Wiley Interscience, ScienceDirect, PubMed, Google Scholar | software (app, framework, system, electronic) AND health (PHR, HER, medic, clinic, patient) AND gamification (game elements, game, game mechanics) |
[37] | 2017 | 12 | 1980–2015 | PubMed, EMBASE, Cochrane Library, PsychInfo, WoS | serious games, videogame, gaming AND asthma |
[45] | 2017 | 21 | 2011–2015 | WoS, Scopus, ProQuest, Ebsco Host, OvidMedline | computer-based, medical education, technology-enhanced, medical students, learning, physicians, e-learning, education, m-learning, mobile phone, smartphone, mobile app, app, game *, serious games, gamification |
[30] | 2021 | 38 | 2011–2021 | WoS, Scopus, PubMed, Bireme, ScienceDirect, IEEE Digital Library, ACM DL, Google Scholar | “serious game”, “Parkinson” |
[55] | 2021 | 34 | 2015–2020 | PubMed, Scopus, Wiley, Taylor & Francis, Springer, PsycINFO, PsycArticles, WoS, Science Direct | (serious game OR video game OR applied game OR computer game OR mobile game OR online game OR gaming) AND (children OR adolescent OR childhood OR adolescence) AND (cognitive behavioral therapy OR cognitive training OR anxiety treatment OR anxiety disorder OR mental health OR depression OR stigma OR helping behavior OR meditation) |
[28] | 2019 | 43 | 2019 | Medline (Ovid), Scopus, PSYCINFO | (gamification OR serious game OR game * OR gaming) AND (child * OR kid) AND (eating behavior OR food preference * OR intake OR food acceptance OR food attitude OR liking OR consumption) |
[71] | 2021 | 206 | –2020 | Journal of Medical Internet Research (JMIR) website | gamification (search terms: gamification, gamified, gamifying, or gamify) or serious games (search terms: serious AND games, serious AND gaming, or serious AND game) |
[33] | 2018 | 6 | Public Medline, WoS, Science Direct, Latin American and Caribbean Health Sciences Literature, Health Game Research, Cumulative Index to Nursing and Allied Health Literature | video games and obesity | |
[46] | 2019 | 25 | 1996–2019 | ERIC, Education Source, PsychINFO, Global Health, CINAHL, WoS, Medline | (“serious game *”) AND (educate * OR train * OR teach *) AND (medical OR medicine OR surge * OR surgical OR physician OR healthcare OR doctor * OR nurse * OR “allied health”) |
[43] | 2019 | 21 | –2019 | PubMed, Google Scholar, Cochrane Central Register of Controlled Trials, CINAHL, WoS, EMBAS | “neonatal”, “delivery room”, “infant”, “baby”, “neonatal resuscitation”, “serious game”, “computer game”, “board game”, “video game”, “virtual reality”, “screen-based simulation”, “table-top simulation” |
[56] | 2018 | 12 | PubMed, EMBASE, Cochrane Library, Current Index to Nursing and Allied Health Literature | wearable, serious game, videogame or mobile application, and rehabilitation, exercise therapy, physiotherapy | |
[23] | 2021 | 83 | 2012–2019 | PubMed, PEDro, IEEE Xplore, ScienceDirect, ACM DL, Mary Ann Liebert, Taylor & Francis Online, Wiley Online Library, Springer | serious game and framework |
[44] | 2020 | 4 | –2019 | PubMed, Google Scholar, Cochrane Central Register of Controlled Trials, CINAHL, WoS, EMBASE | “RETAIN”, “neonatal resuscitation”, “resuscitation training”, “healthcare professionals”, “digital simulation”, “neonatal”, “infant”, “baby”, “serious game”, “computer game”, “board game”, “video game”, “virtual reality”, “table-top training simulator” |
[51] | 2017 | 9 | –2016 | PubMed, Scopus, ERIC, PsycINFO, Information Science and Technology Abstracts, EMBASE | (video games OR game OR games OR gaming OR computer simulation *) AND (software design OR design) AND (fidelity OR fidelities OR transfer * OR behavior OR behavior) |
[64] | 2020 | 115 | 2009–2019 | PubMed/MEDLINE, LILACS, Scopus, CINAHL | (Students OR Student OR “School Enrollment” OR “Enrollment, School” OR “Enrollments, School” OR “School Enrollments”) AND (“Video games” OR “Game, Video” OR “Games, Video” OR “Video Game” OR “Computer Games” OR “Computer Game” OR “Game, Computer” OR “Games, Computer”) AND (“Serious Game”) (“Video games” OR “Game, Video” OR “Games, Video” OR “Video Game” OR “Computer Games” OR “Computer Game” OR “Game, Computer” OR “Games, Computer” AND “Serious Game”) AND (Learning OR Phenomenography OR “Memory Training” OR “Training, Memory”) AND (“Cardiopulmonary Resuscitation” OR “Resuscitation, Cardiopulmonary” OR CPR OR “Cardio-Pulmonary Resuscitation” OR “Resuscitation, Cardio-Pulmonary” OR “Code Blue” OR “Mouth-to-Mouth Resuscitation” OR “Mouth to Mouth Resuscitation” OR “Mouth-to-Mouth Resuscitations” OR “Resuscitation, Mouth-to-Mouth” OR “Resuscitations, Mouth-to-Mouth” OR “Basic Cardiac Life Support” OR “Life Support, Basic Cardiac”). |
[34] | 2017 | 17 | 2009–2014 | Lilacs, Medline, WoS | video games, serious games and obesity |
[70] | 2018 | 23 | 2007–2017 | PsycINFO, Scopus | ‘‘emotion regulation’’ and ‘‘videogames’’ |
[25] | 2019 | 86 | 2007–2019 | WoS, PubMed | “serious games”, “motor rehabilitation”, “Kinect”, “vision-based”, “virtual reality” |
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Damaševičius, R.; Maskeliūnas, R.; Blažauskas, T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023, 14, 105. https://doi.org/10.3390/info14020105
Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information. 2023; 14(2):105. https://doi.org/10.3390/info14020105
Chicago/Turabian StyleDamaševičius, Robertas, Rytis Maskeliūnas, and Tomas Blažauskas. 2023. "Serious Games and Gamification in Healthcare: A Meta-Review" Information 14, no. 2: 105. https://doi.org/10.3390/info14020105
APA StyleDamaševičius, R., Maskeliūnas, R., & Blažauskas, T. (2023). Serious Games and Gamification in Healthcare: A Meta-Review. Information, 14(2), 105. https://doi.org/10.3390/info14020105