2023
DOI: 10.3390/info14020105
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Serious Games and Gamification in Healthcare: A Meta-Review

Abstract: A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage players in a way that is both enjoyable and effective in achieving the intended learning or behavior change outcomes. Recently, several systematic reviews on the development and application of serious games and on the application of gamification techniques have bee… Show more

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Cited by 77 publications
(39 citation statements)
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“…The WHO has underscored the importance of monitoring and reporting on the development of digital innovations in public health ( 18 ), and serous game is rapidly growing area within healthcare ( 12 ). Hence, this study on the perceptions of healthcare professionals about digital support for expectant and new parents contributes valuable knowledge to this research domain.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…The WHO has underscored the importance of monitoring and reporting on the development of digital innovations in public health ( 18 ), and serous game is rapidly growing area within healthcare ( 12 ). Hence, this study on the perceptions of healthcare professionals about digital support for expectant and new parents contributes valuable knowledge to this research domain.…”
Section: Discussionmentioning
confidence: 99%
“…Recent meta-review conclude that serious game is rapidly growing area that can be used to promote health behaviour ( 12 ). A digital parental support tool, Childbirth Journey , was developed as a serious game in Sweden through the collaborative efforts of researchers, clinical midwives, heads of midwifery care and a game company.…”
Section: Introductionmentioning
confidence: 99%
“…Increasing the response rate is generally a good aim, and if the respondents feel that they can play at the same time, that can be an advantage. Gamification is being tried in healthcare for education of both health professionals and patients (Damaševičius et al, 2023) and, in a library context, even used in the gamification of cataloguing and classification education in Nigeria (Adetayo et al, 2023).…”
Section: Allowing the Research Subject More Controlmentioning
confidence: 99%
“…Serious games have been used to increase motivation to exercise in this group as one of the safe and extensively used pain management strategies (Brauner & Ziefle, 2020; Maskeliūnas et al., 2022). These are defined as games that engage users and increase their motivation while contributing to achievement or therapeutic goals and change in health behaviours (Damaševičius et al., 2023; Susi et al., 2015). By implementing serious games mostly to increase the motivation to exercise, this approach can also facilitate processes of change in health behaviours (Maskeliūnas et al., 2022; Vugts et al., 2020); for example, the use of serious games in the context of prescriptions or performing therapeutic activity for older adults has demonstrated significant clinical benefits in physical rehabilitation and pain management (Beltran‐Alacreu et al., 2022; Matheve et al., 2018).…”
Section: Introductionmentioning
confidence: 99%