2016
DOI: 10.1097/sih.0000000000000118
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A Systematic Review of Serious Games in Training Health Care Professionals

Abstract: Serious games are computer-based games designed for training purposes. They are poised to expand their role in medical education. This systematic review, conducted in accordance with PRISMA guidelines, aimed to synthesize current serious gaming trends in health care training, especially those pertaining to developmental methodologies and game evaluation. PubMed, EMBASE, and Cochrane databases were queried for relevant documents published through December 2014. Of the 3737 publications identified, 48 of them, c… Show more

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Cited by 256 publications
(230 citation statements)
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“…The same premise is repeated in the case of the use of games in training health professionals, in which the intended effect is the top-down absorption of content. [1][2][3]17 That said, the vision of education enshrined in the majority of productions of serious games is restricted and traditional, which inviabilizes critical thinking as it limits human experiences to the norms of the training institutions. The learning may be reduced to the transmission of knowledge and to the disciplining of bodies for the production of behaviors held as ideal for what is considered good health in the view of the specialists.…”
Section: -21mentioning
confidence: 99%
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“…The same premise is repeated in the case of the use of games in training health professionals, in which the intended effect is the top-down absorption of content. [1][2][3]17 That said, the vision of education enshrined in the majority of productions of serious games is restricted and traditional, which inviabilizes critical thinking as it limits human experiences to the norms of the training institutions. The learning may be reduced to the transmission of knowledge and to the disciplining of bodies for the production of behaviors held as ideal for what is considered good health in the view of the specialists.…”
Section: -21mentioning
confidence: 99%
“…This global scenario confers significance and discussion regarding technological production and the study of games, whether for educational purposes or for industrial production, in the national and international ambits -which are intrinsically related. [1][2][3][4][5] In spite of the richness of the sociological and philosophical concepts regarding the ludic, seen in its disruptive, imaginative and re-inventive dimensions as something inherent to the subjectivities in human cultures, it is not always considered in the production of technological development of games with educational purposes, in particular in areas where technique predominates over human experience, such as in health and in computer engineering. A more attentive look at the concepts of the ludic enshrined in the initiatives of the serious games, or in the technological productions of the electronic games in general, reveals the preponderance of positivist approaches, which restrict the re-inventive possibilities of the play, limiting it to utilitarian instrumentations aimed at the market or at disciplining human action.…”
Section: Introductionmentioning
confidence: 99%
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“…Serious games have been used for educating and training healthcare students and professionals, and it can be claimed they have positive effects on knowledge or skill improvement (Blakely et al 2009;Akl et al 2010;Graafland et al 2012;Akl et al 2013;Wang et al 2016). In addition, serious games can provide opportunities for healthcare students to practice in safe environments (Blakely et al 2009).…”
Section: Introductionmentioning
confidence: 99%
“…One of the most important complex Cyber Physiochemical Systems is the physiology of the human body. Currently physicians train on Wizard of Oz virtual patients, mannequins, standardized patient or medical serious games for standardized, repeated practice as well as specific feedback [1], [2], [3], [4], [5]. High fidelity, physiology based simulations are currently rare but will become more prevalent since the need for them is being increasingly expressed.…”
Section: Introductionmentioning
confidence: 99%