“…For cancer prevention, the target outcome most addressed by the articles was exploring participants' preferences for the content of the serious games (ie, participants' satisfaction with the serious game and/or likes and dislikes pertaining to features within the serious game) (4/8, 50%) [7,108,110,111], followed by educating participants about cancer (3/8, 38%) [34,106,109], and promoting healthy behaviors (1/8, 13%) [107]. For cancer care, the target outcome most addressed by the articles was using serious games for symptom management (28/55, 51%) [35,42,52,58,61,64,65,[71][72][73]76,77,[81][82][83][84][86][87][88][89]91,92,94,97,99,100,104,105], followed closely by exploring participants' preferences for the content of the serious games (24/55, 44%) [55,56,62,63,67,68,70,75,…”