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Nursing Digital Innovation: From Care Delivery to Professional Development

A special issue of Nursing Reports (ISSN 2039-4403). This special issue belongs to the section "Artificial Intelligence and Digital Innovations in Nursing Care".

Deadline for manuscript submissions: 30 September 2026 | Viewed by 683

Special Issue Editors


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Guest Editor
1. School of Health, Polytechnic Institute of Viana do Castelo, 4900-314 Castelo, Portugal
2. Aditgames, Association for Innovation, Technologies and Games in Health, 4490-565 Porto, Portugal
3. Rise@Health Research Unit, 4200-319 Porto, Portugal
Interests: digital health; nursing informatics; rehabilitation technologies; gamification in healthcare; mobile health; serious games; patient self-management

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Guest Editor
1. School of Health, University of Trás‑os‑Montes and Alto Douro (UTAD), 5000‑801 Vila Real, Portugal
2. Oncology Nursing Research Unit IPO Porto Research Center (CI-IPOP), Portuguese Oncology Institute of Porto (IPO Porto)/Porto Comprehensive Cancer Centre (Porto.CCC) & RISE@CI-IPOP (Health Research Network), 4200-072 Porto, Portugal
3. RISE@UTAD-Health Research Network, University of Porto, 4200-319 Porto, Portugal
4. Clinical Academic Centre of Trás-os-Montes, Alto Douro (CACTMAD), 5000-801 Vila Real, Portugal
Interests: cancer; chemotherapy; mHealth; eHealth; telemedicine; apps; mobile applications; games; self-management; antineoplastic agents; thematic synthesis; home parenteral nutrition; systematic reviews; meta-analysis

Special Issue Information

Dear Colleagues,

This Special Issue aims to gather scientific contributions that explore the development, implementation, and evaluation of digital technologies in the nursing profession. Submissions that integrate technological innovation, gamification, creativity, and new digital approaches will be particularly relevant.

The scope of this issue encompasses multiple dimensions of nursing, including clinical practice, education and professional development, care management and leadership, and applied research.

With this initiative, we seek to stimulate reflection and knowledge production that reinforce nursing’s role as a leading force in digital health innovation, contributing to more participatory, inclusive care that is focused on meaningful health and well-being outcomes.

Dr. Carla Sílvia Fernandes
Dr. Bruno Magalhães
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 250 words) can be sent to the Editorial Office for assessment.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Nursing Reports is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • digital health
  • nursing informatics
  • gamification in healthcare

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Published Papers (2 papers)

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Research

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14 pages, 629 KB  
Article
Effectiveness of a Gamified Educational Intervention on Palliative Care Knowledge Among Nursing Students: A Single-Group Pre–Post Intervention Study
by Janet Vaca-Auz, Karen Jaramillo-Jácome, Melisa Chacón-Guerra and Jorge L. Anaya-González
Nurs. Rep. 2026, 16(4), 105; https://doi.org/10.3390/nursrep16040105 - 25 Mar 2026
Abstract
Traditional palliative care education may limit the development of clinical competencies and attitudes required to alleviate suffering and improve quality of life. Gamification has been proposed as an alternative educational strategy in this field. Background/Objectives: This study aimed to assess the association [...] Read more.
Traditional palliative care education may limit the development of clinical competencies and attitudes required to alleviate suffering and improve quality of life. Gamification has been proposed as an alternative educational strategy in this field. Background/Objectives: This study aimed to assess the association between gamification-based intervention and palliative care knowledge among nursing students at a public university. Methods: This single-group, pre–post-intervention study was conducted in the Nursing Program of the Universidad Técnica del Norte, Ecuador, including 136 students from the accessible population. Palliative care knowledge was assessed before and after the intervention using the validated Palliative Care Quiz for Nursing (PCQN-SV). Student satisfaction and Moodle usability were assessed using a 10-item Likert-type questionnaire. The gamified educational intervention was delivered online over 60 h. Data were analyzed using descriptive statistics and Wilcoxon signed-rank tests for paired comparisons, and exploratory logistic regression analyses were conducted to evaluate contextual differences across hospitals. Statistical significance was set at α = 0.05. Results: The mean age was 22.9 years (SD = 1.89), and 73.5% were female. Knowledge scores increased significantly after the intervention (Wilcoxon signed-rank test, p < 0.001; r = 0.35). The proportion of students achieving sufficient knowledge (≥13 correct responses) increased from 27.2% (37/136) at baseline to 49.3% (67/136) post-intervention. Contextual analysis indicated variability across clinical training sites, with Lago Agrio showing higher odds of sufficient knowledge (aOR = 3.25; 95% CI [1.26–8.41]; p = 0.015). Conclusions: The gamified intervention was associated with increased palliative care knowledge among nursing students. Heterogeneity across hospitals suggests that contextual factors may influence the magnitude of change. Full article
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Review

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19 pages, 1896 KB  
Review
Virtual Reality in Chronic Conditions: An Umbrella Review
by Ilaria Marcomini, Giulia Villa, Laura Ingrande, Gaia Latini, Andrea Poliani, Duilio Fiorenzo Manara and Debora Rosa
Nurs. Rep. 2026, 16(2), 57; https://doi.org/10.3390/nursrep16020057 - 10 Feb 2026
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Abstract
Background. Virtual reality (VR) is emerging as a non-pharmacological tool to support rehabilitation and self-management. Evidence of its effectiveness, however, remains fragmented. This umbrella review synthesized systematic reviews and meta-analyses on VR interventions in chronic conditions. Methods. Following the Joanna Briggs Institute Manual [...] Read more.
Background. Virtual reality (VR) is emerging as a non-pharmacological tool to support rehabilitation and self-management. Evidence of its effectiveness, however, remains fragmented. This umbrella review synthesized systematic reviews and meta-analyses on VR interventions in chronic conditions. Methods. Following the Joanna Briggs Institute Manual for Evidence Synthesis, comprehensive searches were conducted in MEDLINE, CINAHL, Cochrane Database, Web of Science, and Scopus. Eligible studies were systematic reviews and meta-analyses assessing VR interventions. Two reviewers independently performed screening, quality appraisal, and data extraction. Results. Seventeen reviews, including 229 primary studies, were analyzed. Stroke and chronic obstructive pulmonary disease were most frequently investigated. VR tools ranged from web- and smartphone-based systems to wearable devices and interactive games. Significant improvements were reported in respiratory outcomes, functional mobility, balance, and psychological symptoms. Cognitive effects were mixed. Reported adverse events, mainly cybersickness and dizziness, were mild. Conclusions. VR may improve physical, respiratory, psychological, and selected cognitive outcomes in chronic conditions. Despite study heterogeneity, evidence supports its integration into chronic care. Future work should standardize protocols, assess long-term effects, broaden target populations, and address equity and ethical issues to fully realize VR’s potential as a person-centered tool. Full article
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