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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 been published, which indicate high activity and ongoing progress in this area of research. Such an extensive body of review papers raises the need to analyze and extract the current state and the prevailing trends of the serious games and gamification (SGG) domain by analyzing and summarizing the systematic review articles. This study presents a systematic meta-review, i.e., a review of the 53 survey papers on the domain of serious games and gamification. The systematic review follows the PRISMA guidelines, while constructive and cross-sectional methods are used to analyze and present the results. Finally, this study identifies the future trends and challenges for the domain. As a result, the meta-review helps the reader to quickly assess the present status of SGG and serves as a reference for finding further information on each technology utilized in SGG. Using the criterion of the citations, the meta-review analysis provides insight into the quantity and academic relevance of the published SGG articles. Moreover, 53 articles published in journals were selected as important surveys in the research field. The study found that serious games and gamification techniques are increasingly being used for a wide range of health conditions and the focus is shifting towards the use of mobile and digital platforms, virtual reality, and machine learning to personalize and adapt interventions. The existing research gaps include the lack of standardization in development and evaluation, insufficient understanding of underlying mechanisms of action, limited understanding of integration into existing healthcare systems, limited understanding of specific game mechanics and design elements for promoting health behaviors, and limited research on scalability, adoption, and long-term effects. These research gaps highlight the need for further research to fully understand the potential and limitations of serious games and gamification for health and how to effectively apply them.
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Information2023,14,105.https://doi.org/10.3390/info14020105www.mdpi.com/journal/information
Review
SeriousGamesandGamificationinHealthcare:
AMetaReview
RobertasDamaševičius
1,
*,RytisMaskeliūnas
2
andTomasBlažauskas
1
1
DepartmentofSoftwareEngineering,KaunasUniversityofTechnology,44249Kaunas,Lithuania
2
DepartmentofMultimediaEngineering,KaunasUniversityofTechnology,44249Kaunas,Lithuania
*Correspondence:robertas.damasevicius@ktu.lt
Abstract:Aseriousgameisatypeofgamethatisdesignedforaprimarypurposeotherthanenter
tainment.Instead,seriousgamesareintendedtoachievespecificgoals,suchaseducation,training,
orhealthpromotion.Thegoalofseriousgamesistoengageplayersinawaythatisbothenjoyable
andeffectiveinachievingtheintendedlearningorbehaviorchangeoutcomes.Recently,several
systematicreviewsonthedevelopmentandapplicationofseriousgamesandontheapplicationof
gamificationtechniqueshavebeenpublished,whichindicatehighactivityandongoingprogressin
thisareaofresearch.Suchanextensivebodyofreviewpapersraisestheneedtoanalyzeandextract
thecurrentstateandtheprevailingtrendsoftheseriousgamesandgamification(SGG)domainby
analyzingandsummarizingthesystematicreviewarticles.Thisstudypresentsasystematicmeta
review,i.e.,areviewofthe53surveypapersonthedomainofseriousgamesandgamification.The
systematicreviewfollowsthePRISMAguidelines,whileconstructiveandcrosssectionalmethods
areusedtoanalyzeandpresenttheresults.Finally,thisstudyidentifiesthefuturetrendsandchal
lengesforthedomain.Asaresult,themetareviewhelpsthereadertoquicklyassessthepresent
statusofSGGandservesasareferenceforfindingfurtherinformationoneachtechnologyutilized
inSGG.Usingthecriterionofthecitations,themetareviewanalysisprovidesinsightintothequan
tityandacademicrelevanceofthepublishedSGGarticles.Moreover,53articlespublishedinjour
nalswereselectedasimportantsurveysintheresearchfield.Thestudyfoundthatseriousgames
andgamificationtechniquesareincreasinglybeingusedforawiderangeofhealthconditionsand
thefocusisshiftingtowardstheuseofmobileanddigitalplatforms,virtualreality,andmachine
learningtopersonalizeandadaptinterventions.Theexistingresearchgapsincludethelackof
standardizationindevelopmentandevaluation,insufficientunderstandingofunderlyingmecha
nismsofaction,limitedunderstandingofintegrationintoexistinghealthcaresystems,limitedun
derstandingofspecificgamemechanicsanddesignelementsforpromotinghealthbehaviors,and
limitedresearchonscalability,adoption,andlongtermeffects.Theseresearchgapshighlightthe
needforfurtherresearchtofullyunderstandthepotentialandlimitationsofseriousgamesand
gamificationforhealthandhowtoeffectivelyapplythem.
Keywords:gamification;seriousgame;healthcare;metareview
1.Introduction
Agameisastructuredactivitythatistypicallyconductedforentertainmentorlei
surepurposesbutcanalsobeusedforeducationalortrainingpurposes[1].Gamescan
takemanyforms,includingphysicalgames,boardgames,cardgames,videogames,and
onlinegames.Therearevariousmeaningsoftheterm“game”,allofwhichhavesome
similaritiesbutalsosignificantdistinctions.Severaldefinitionstendtolumpotheractivi
tiesintothesameclassasgames,whileothersexcludeafewgamesbasedonvarious
criteria(forexample,“artisticmotive”).Forthesakeofthisevaluationofdigitalgame
reviews,weselectedSmedandHakonen’sviewongames[2].Thisdefinitionconsiders
Citation:Damaševičius,R.;
Maskeliūnas,R.;Blažauskas,T.
SeriousGamesandGamificationin
Healthcare:AMetaReview.
Information2023,14,105.
https://doi.org/10.3390/info14020105
AcademicEditor:RicardoQueirós
andJakubSwacha
Received:24October2022
Revised:4February2023
Accepted:6February2023
Published:7February2023
Copyright:©2023bytheauthors.Li
censeeMDPI,Basel,Switzerland.
Thisarticleisanopenaccessarticle
distributedunderthetermsandcon
ditionsoftheCreativeCommonsAt
tribution(CCBY)license(https://cre
ativecommons.org/licenses/by/4.0/).
Information2023,14,1052of31
thedigitalcharacterofgameswhiledefininggamesbasedonfactorsdirectlyconnected
togameliketraits,ratherthancreativeoreconomicdecisionsadoptedduringdevelop
ment.Anotherdefinitionstatesthatagameisacollectionofgoalorientedactionscarried
outbyfollowingthepredeterminedrules[2].Gamesaredistinguishedfromprofession
simulatorsandvirtualreality(VR)appsbytheirgoalorientedcharacter,whichdrivesthe
player.Simultaneously,therulesprovidedifficulties,andunexpectedrandomactionsor
unpredictablehumanplayerscancauseconflicts,preventingparticipantsfromreaching
theiraim.Thegame’sdepictionmakesthegamemoreconcretefortheplayerandmatches
tothegame’sregulations.Digitalgamesareplayedoncomputersandmobilephoneswith
thehelpofdigitalequipment[3].
Aseriousgameisatypeofgamethatisdesignedforaprimarypurposeotherthan
entertainment[4].Instead,seriousgamesareintendedtoachievespecificgoals,suchas
education,training,orhealthpromotion.Seriousgamescantakemanyforms,suchas
simulations,roleplayinggames,andeducationalgames,andcanbeusedinvariousset
tings,suchasclassrooms,workplaces,andhealthcaresettings.Thegoalofseriousgames
istoengageplayersinawaythatisbothenjoyableandeffectiveinachievingtheintended
learningorbehaviorchangeoutcomes[5].Initially,seriousgameswereadoptedinthe
educationaldomaintopromoteinterestandsupportmotivationinlearning[6,7].Thecon
ceptofutilizingseriousgamestoimprovehealthcareoutcomeshasattractedsupportfrom
anincreasinggroupofacademicscholars,developers,andhealthcarepractitioners[8].
Manypeoplearenowawareoftheneedofdevelopingevidencebasedgameswhichare
specificallygearedtotreatphysicalandmentalhealthissuesthatenduserssufferwith
[9].Gamebasedtherapiesareincreasinglybeingusedinhealthcaretopromotemotiva
tion,engagement,andtheoverallsustainabilityofhealthhabits[10].Gamificationand
seriousgamesarethemostcommonformsofgamebasedtreatmentsinhealthcarestud
ies.
Gamificationistheprocessofincorporatinggamedesignelementsintonongame
contexts,suchasbusiness,education,orhealthcare,toengageandmotivatepeopleto
achievetheirgoals[11].Gamificationcantakemanyforms,suchasaddingpoints,badges,
orleaderboardstoataskoractivity,orincorporatinggamelikechallengesandfeedback
intoaprocessorsystem.Thegoalofgamificationistoincreaseengagement,motivation,
andparticipationinthetaskoractivity,andtoimproveoutcomessuchaslearning,
productivity,orhealth[12].Gamificationisacomparativelyrecentconceptthatshinesa
spotlightonusinggameprinciplesinnongameenvironmentstoattractaudiencesand
inserttheelementsofentertainmentintomonotonousworkwhilealsoprovidingmotiva
tionalandcognitiveadvantages[1].Whilemanyindustries,suchasbusiness[13],mar
keting[14],work[15],andeducation[16],havetakenadvantageofgamification’spoten
tial,thedigitalhealthcarespherehasbeguntodosoaswell.However,itisfascinatingto
observethatgamificationhasenteredthemainstream,whereasseriousgameshavere
mainedonasmallscale,regardlessofhowoutdatedtheideaofseriousgamesis.
Recently,therehasbeenanupsurgeinresearchintotheusefulnessofdigitalgames,
withmultipleindividualandsystematicreviewsthatpresentthetoplevelofresearchev
idenceinthefield[3–5,12,16].Thereareseveralreasonswhythereisaneedtoresearch
games,seriousgames,andgamificationmethods.Firstly,gamesandgamificationarebe
ingincreasinglyusedinvariousfieldssuchaseducation,health,business,andgovern
ment,andthereisaneedtounderstandtheireffectivenessinachievingspecificgoalsand
outcomes.Researchcanhelptoidentifythemosteffectivegamemechanicsanddesign
elementsfordifferentcontextsandpopulations,andtounderstandhowtheseinterven
tionscanbeintegratedintoexistingsystemsandprocesses.Secondly,theuseofgames
andgamificationisrapidlygrowingandevolving,andthereisaneedtokeepupwiththe
latestdevelopmentsandtrendsinthefield.Researchcanhelptoidentifynewandemerg
ingtechnologiesandtechniques,andtounderstandhowthesecanbeusedtoachieve
specificgoalsandoutcomes.Thirdly,gamesandgamificationhavethepotentialtomake
apositiveimpactonpeople’slives,andthereisaneedtounderstandhowthese
Information2023,14,1053of31
interventionscanbeusedtopromotepositivehealthoutcomes,improveeducationand
training,andincreaseengagementandmotivationindifferentfields.Researchcanhelp
toidentifythemosteffectivewaysofusingtheseinterventionstoachievespecificgoals
andoutcomes.Lastly,thefieldofgames,seriousgames,andgamificationisstillrelatively
new,andthereisaneedtoestablishastrongevidencebasetosupporttheuseofthese
interventionsindifferentfields.Researchcanhelptoestablishthebestpractices,guide
lines,andstandardsfortheuseofgamesandgamification,andtoidentifyareasforfur
therresearchanddevelopment.Asaresult,asummaryandassessmentofthequalityof
thesedatapublishedinsystematicevaluationsandreviewswouldbeusefulforbuilding
futureseriousgamesandguidingfuturegamificationresearch.
Apreviousmetareviewintheareasrelatedtothedevelopmentanduseofserious
gamesincludedtheworksofRaduetal.[17]andParisodetal.[18].Raduetal.[17]dis
cussedaugmentedreality(AR)asaneducationalmedium,whichalsoincludededuca
tionalgames.Thestudyexamined26priorstudiesthatcontrastedstudentlearninginAR
againstnonARapps.ThemetareviewofParisodetal.[18]examineddigitalgamesthat
aregoodforpromotingkids’health.Thisevaluationofreviewswasconductedwiththe
intentofevaluatingthequalityofsystematicreviews,summarizingtheevidenceinthose
studiesthatfocusedontheusefulnessofgamesinsupportingandpromotinghealthylife
style,andidentifyingknowledgegaps.
Thepurposeofthisstudyistoprovideanoverviewofthetopicofusingserious
gamesandgamification(SGG)invariousfields.Itservesasametareview,offeringa
comprehensiveunderstandingofwhatgamificationcanofferwithoutdelvingintode
tailedcomparisonsofmethodsoroutcomes.Theaimisnottosuggestasingleoptimal
strategyforusingSGG,butrathertoprovideacompleteevaluationtohelpacademicsand
practitionerstounderstandtheresearchgapsandpotentialofthisapproach.
ThegoalofthisstudyistoconductasystematicanalysisofSGGresearchusinga
welldefineddatasearchprocessandcodingschemetoanswerthefollowingquestions:
1. Whatarethemostcommonhealthconditionsthatseriousgamesandgamification
techniqueshavebeenusedtoaddress?
2. Whatarethemostcommongamemechanicsanddesignelementsusedinserious
gamesandgamificationforhealth?
3. Whatistheevidencefortheeffectivenessofseriousgamesandgamificationinpro
motingpositivehealthoutcomes?
Thefollowingaretheprimarycontributionsofthisstudy:
AcuratedcollectionofSGGsurveysoverthelastfiveyears.
Basedoncitationstopublicationsdiscoveredinchosensurveys,ananalysisofthe
presentsituationoftheSGGresearchfield.
Section2ofthestudybeginswithanoverviewofthemethodologyforperforminga
systematicreviewanddescribestheprocessoftheperformedreview.Section3presents
anddiscussestheresultsofthemetareviewonSGGforhealth.Section4discussesthe
selectedreviewstudies,aswellastheissuesthatcomewithitandconductsathorough
examinationof53surveystoobtaininsightintotheworks’academiceffect.Section5pre
sentsthefindingsofthisstudywithregardtoresearchquestionsandlimitations.Section
6discussesresearchgaps,trends,challenges,andfuturedirections.Finally,Section7con
cludeswithconcludingremarks.
2.Methodology
Academicpublicationhasacceleratedinrecentyears,bothintermsofquantityand
paceofpublication.Simultaneously,newvenuesforpublishingarefastemerging,such
asconferenceproceedings,scientificblogs,andaplethoraofscientificjournals,whichal
lowtheresearcherstoreporttheirworkinavarietyofplaces.Tokeepupwiththeexplo
sionofsystematicreviewsacrossfields,newmethodologicaltechniquesforsynthesizing
thisinformationhavebeencreated.Insectorswherearisingnumberofsystematic
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reviewsareavailable,conductingreviewsofprevioussystematicreviewshasturnedinto
areasonablenextstepinpresentingresearchevidence.
Whenmanysystematicreviewsoncomparableorrelatedsubjectsalreadyexist,over
viewsorumbrellareviewsaremosttypicallyutilizedtogather,assess,andsynthesizethe
resultsofrelevantsystematicreviews[19].Asaresult,evidencefromseveralreviewsor
surveypapersiscompiledintoareviewofreviewsoranumbrellareview.Theanalysis
offormerlypublishedsystematicreviewsmayuseothertermssuchas“summaryofsys
tematicreviews”,“reviewofreviews”,“synthesisofreviews”,and“metareview”[20].
Reviewsofreviewsaremadetocompileevidencefrommultiplereviewpapersintoa
singledocumentthatisaccessibleandusefulforresearchers.Theypresentthebestevi
dencepossiblebysummarizingtheevidenceforseveralsolutions,describingthequality
oftheevidence,anddiscussingtheadvantagesoftheconclusions[20].
2.1.LiteratureSearch
WefollowedaPRISMAmethodologyforsystematicreviewsinthisstudy.Wecar
riedoutaliteraturesearchon24March2022,fromtheScopusdatabase,whichisrepre
sentedinTable1.Theauthorspredeterminedtheinclusioncriteriaforthisreviewofre
views.Onlyreviewsthatreportedconductingaliteraturesearchandsystematicreviews
(includingmetaanalyses)wereincluded.Thefocusofthechosenliteraturehadtobeon
videogames.Thereviewarticlesthatsolelyfocusedonsubjectsotherthandigitalgames
(e.g.,simulation,VRapps,nondigitalgames)weredisregarded.Digitalgameswerere
ferredtobythekeywords“videogame”,“computergame”,“electronicgame”,“mobile
game”,or“app”.Theinclusionandexclusioncriteriasetbeforehandwerefollowedwhen
systematicallyscreeningthefindings.Twoimpartialreviewerscheckedthetitlesandab
stracts(R.D.andR.M.).Disparitieswereaddressedandresolvedusingthepreviouscrite
riaaftertheinitialscreening.Fiftysystematicreviewsandreviewswereselectedforanal
ysisbecauseofthescreening.AfollowupsearchintheWebofScience(WoS)biblio
graphicdatabasewasconductedusingthesameprocedureastheupdatedsearchinAu
gust2022.Threenewsystematicreviewswereaddedasaresult.
Table1.Summaryofthesearch.
BibliographicDatabaseScopus
Articletitle“seriousgame”ORgamif*
Searchwithinresultshealth*ORmedicalORrehabilitation
Years2017–2021
DocumenttypeReview
Sourcetype
J
ournal
LanguageEnglish
Searchquery
(TITLE(“seriousgame”))AND(TITLEABSKEY(health*ORmedicalORrehabilita
tion))AND(LIMITTO(PUBYEAR,2021)ORLIMITTO(PUBYEAR,2020)ORLIMITTO
(PUBYEAR,2019)ORLIMITTO(PUBYEAR,2018)ORLIMITTO(PUBYEAR,2017))
AND(LIMITTO(DOCTYPE,“re”))AND(LIMITTO(LANGUAGE,“English”))AND
(LIMITTO(SRCTYPE,“j”))
Symbol‘*”isapartofsearchqueryanddenotesanysymbol.
Thesearchyielded45studies.Forwardsnowballingyielded1additionalstudy.Back
wardsnowballingyielded7additionalstudies.Thetotalnumberofstudiesselectedfor
furtheranalysiswas53.Figure1demonstratestheselectionprocedureusingthePRISMA
flowchart.

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Figure1.PRISMAflowchartofthereviewselectionprocess.
2.2.AssessmentofQuality
AllthereviewsincludedinthestudywereassessedusingtheAMSTAR(http://am
star.ca/,accessedon1October2022),atechniqueforassessingthequalityofsystematic
reviewsandmetaanalyses.Therewere11itemsonthechecklist,whichincludedinquiries
abouttheliteraturesearch,paperselection,andanalysis,aswellassummarizingthesys
tematicreview’sfindings.Thechecklistwassolelyutilizedasaguidingdeviceandno
inferencesregardingthequalityofselectedarticlesweredrawnbasedontheAMSTAR
ratings.Tworeviewersseparatelyscoredandevaluatedthequalityofthework.
2.3.QuantitativeEvaluation
Weusedseveralmetricsthatcouldbeusedtoanalyzethebibliographiccharacteris
ticsofstudiesincludedinasystematicreview:
Publicationyearhelpedtoidentifypublicationtrendsovertimeandtounderstand
howtheresearchfieldhasevolved.
Subjectareahelpedtoidentifythespecificfieldordisciplineinwhichthestudies
wereconductedandwasusefulinhelpingtounderstandthebroadercontextofthe
research.Theanalysisofsubjectareaalsohelpedtoidentifyanyoverlapsorgapsin
theliteratureandtoidentifynewareasofresearchthatmayhavebeenrelevantto
thespecificfieldordiscipline.
Journalprovidedinformationonthequalityofthejournal,theimpactfactor,andthe
reachofthejournal.
Authorprovidedinformationonthenumberofauthors,theauthors’affiliations,and
theauthors’publicationhistory,whichwereusefulwhenidentifyingthemostinflu
entialauthorsinacertainareaofresearch.
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Numberofcitationsincludedinformationonthenumberoftimesthestudywascited
byotherpapers,whichwasusedasanindicatoroftheimpactandinfluenceofa
studywithinitsfield.Studieswithahighnumberofcitationsareoftenconsideredto
behighlyinfluentialandimportantinthefield.Inthisstudy,allcitationcountswere
retrievedfromtheScopusbibliographicdatabase.
Distributionofkeywordshelpedtoidentifythemostcommontermsusedinthestud
iesandtounderstandthelanguageusedtodescribetheresearch,whichwasoffur
therhelptoidentifykeyareasintheresearchfield.Thisinformationcanbeusefulfor
researchers,toidentifygapsintheliteratureandtounderstandthelatesttrendsin
thefield.Itcanalsobeusedbypractitionerstounderstandthecurrentstateofthe
fieldandtoidentifynewareasofresearchthatmayberelevanttotheirwork.
Thesemetricswereusedtoprovideanoverviewofthestudiesincludedinthesys
tematicreview,andtoidentifypatternsortrendsthatmayhavebeenrelevanttothere
searchquestions.
3.AnalysisofMetaReviewResults
3.1.Preliminaries
Adescriptiveanalysisofthescientificpublicationsispresented.Atotalof53research
publications(reviewarticles),whichwerepublishedbetween2017and2021,werein
cludedinthedescriptiveanalysis.Theaimsoftheanalysiswereformulatedasfollows:
Analyze,describe,andpresenttherelevantliterature’srelationships(suchasthe
numberofpublicationsperyearandresearchtopic,etc.).
PresentinformationoncurrentresearchtrendsinSGGaswellasacriticalexamina
tionoftheissuesthathavebeenfound.
Tohelpustovisualizethevariousstudymethodologiesemployedinthescientific
literatureuptothispointregardingthepropagationofSGGreviewpapers.
3.2.ResultsandTheirAnalysis
Theremainingportionsofthispaper’sfindingsareprimarilybasedon53SSGrelated
papers[21–73]thatwerepublishedbetween2017and2021.Wedidnotconsidersurveys
thatjustreferencedgamificationtechniquesorgamesinpassingorwhosematerialwas
notaccessibleonline.Thenumberofthechosensurveysandtheirannualcitationnumbers
areshowninTable2.Thenumberofcitationsofastudyisthenumberoftimesother
authorsmentionastudyintheirwork.InTable2,wegiveatotalnumberofcitationsfor
allanalyzedreviewstudiesineachyear.ThenumberisprovidedaccordingtotheScopus
bibliographicdatabase.Mostreviewpaperswerepublishedin2020,whilethenumberof
citationsdemonstratedaconsistentgrowthfrom2017withthehighestnumberreached
in2021(Figure2).Asaresult,researchinthefieldofSGGhassignificantlyrisenduring
thepreviousfiveyears.ThisgrowingtrendillustratesSGG’scurrentpublicandpolicy
effect.
Table2.Distributionoftheselectedsurveysandtheirtotalnumberofcitations(accordingtoSco
pus)bypublicationyear.
Year20172018201920202021
Papers10891511
Citations15 75237386545
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Figure2.ScopussearchresultsusingScopuscollectiondatabase:Left:numberofpublicationsfrom
2017to2021.Right:Citationreportofthesepublicationsthroughouttheyears.
The53systematicstudiesandmiscellaneousreviewsintotalsatisfiedtheinclusion
requirements.Table3liststhecharacteristicsoftheliteraturethatwereincludedaccord
ingtosubjectarea(researchtopic).Thelistofcategoriesisbasedontheclassificationof
papersintosubjectareasusedintheScopusbibliographicdatabase.Mostofthereview
paperswerepublishedinthesubjectareasofmedicine(42),computerscience(15),health
professions(15),andengineering(15),whichfaithfullyreflectstheintertwiningofthe
problemdomainofhealthcareandthesolutiondomainofgamesdevelopedusingcom
putersciencemethodology.Notethatsomepapersarelistedinmultipledomains.
Table3.Distributionofpapersbysubjectarea(morethanonestudy).
SubjectAreaNumberofPapersReferences
Medicine41[21–25,27,31,32,35–38,42–44,46–56,58,60–72]
ComputerScience15[22,24,26,27,31,38–40,48,57,60,62,70,72,73]
HealthProfessions15[21,23,24,42,44,47,51,55,56,61,63,65,67–69]
Engineering15[21,23,24,30,40,42,47,51,55,60,61,63,65,67–69]
SocialSciences10[22,27,29,31,38,45,48,53,70,72]
Nursing4[28,33,34,44]
Psychology 2[26
,
66]
Others6[26–28
,
36,53,60]
Theanalysisofpublishedsurveysbyvenueshows(Table4)thatmostarticleswere
publishedintheJMIRSeriousGamesjournal(11),followedbyGamesforHealthJournal(6),
whicharecurrentlytheleadingpublicationvenuesforhealthrelatedseriousgamesand
gamificationtechniques.JMIRSeriousGamesisamultidisciplinaryjournaldevotedto
computer,mobile,andVRapplicationsthatincorporateelementsofgamingandgamifi
cation,ornovelhardwareplatformssuchasVRheadsetstosolveseriousproblemsinthe
healthdomain.GamesforHealthJournalisthepeerreviewedjournaldedicatedtogaming
research,technology,andapplicationsforhumanhealthandwellbeing.
Table4.Distributionofpapersbyvenueofpublication(morethanonestudy).
VenueNumberofPapers
JMIRSeriousGames11
GamesforHealthJournal6
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JournalofNeuroEngineeringandRehabilitation2
Theanalysisofthedistributionofpapersbycountriesandaffiliationsofauthors
shows(Table5)thattheleadingcountriesinSSGresearchareUSA(7),Brazil(6),and
Canada(6),followedbyGermany(5)andtheNetherlands(5).Theresearchersrepresent
ingthetopuniversitiesandmedicalinstitutions,suchasHarvardMedicalSchooland
MassachusettsGeneralHospital,havecontributed.
Table5.Distributionofpapersbycountriesandaffiliationsofauthors(morethantwostudies).
CountryUniversitiesorInstitutesNumberofPapers
USA
HarvardMedicalSchool,JohnsHopkinsBloombergSchoolofPublicHealth,Univer
sityofPittsburgh,UniversityofWisconsinSchoolofMedicineandPublicHealth,
NortheasternUniversity,MassachusettsGeneralHospital,BostonCollege,Michigan
StateUniversity,UniversityofWisconsin–Madison
7
Brazil
UniversidadedeSãoPaulo,UniversidadeFederaldeSãoCarlos,UniversidadeBra
silU.B.Fernandópolis,UniversidadeFederaldoRioGrandedoSul,Universidade
FederaldePelotas,UniversidadeFederaldeUberlândia,UniversidadeFederaldo
TrianguloMineiro,UniversidadeEstadualdoCeará
6
CanadaUniversityofMontreal,RoyalAlexandraHospital,Edmonton,InstitutdeCardiolo
giedeMontreal,UniversityofAlberta6
Germany
UniklinikKöln,TechnischeUniversitätBraunschweig,FOMUniversityofApplied
Sciences(Essen),TechnischeUniversitätKaiserslautern,TechnischeUniversität
Darmstadt,MedizinischeHochschuleHannover(MHH),KarlsruherInstitutfür
Technologie,PeterL.ReichertzInstitutfürMedizinischeInformatik(Braunschweig)
5
TheNether
lands
UniversiteitvanAmsterdam,VrijeUniversiteitAmsterdam,UniversitairMedisch
CentrumGroningen,DelftUniversityofTechnology,UniversiteitUtrecht,Rijksuni
versiteitGroningen,MedischCentrumLeeuwarden,AmsterdamPublicHealth
5
Portugal
UniversidadeNovadeLisboa,AlcoitãoCentreforRehabilitationMedicine,Univer
sidadedaBeiraInterior,UniversidadedeAveiro,InstitutodeEngenhariaElec
trónicaeTelemáticadeAveiro,UniversidadeCatólicaPortuguesa,Universityof
Coimbra
4
SpainUniversidaddeMurcia,UniversidaddeDeusto,UniversitatdelesIllesBalears,Uni
versidaddeBurgos4
AustraliaDeakinUniversity,UniversityofMelbourne,TheUniversityofWesternAustralia3
BelgiumErasmusUniversityCollegeBrussels,UniversitéCatholiquedeLouvain,Cliniques
UniversitairesSaintLuc3
SingaporeNanyangTechnologicalUniversity,SingaporeInstituteofMentalHealth,National
UniversityofSingapore,SingaporeGeneralHospital3
ThemostcitedsystematicreviewsaresummarizedinTable6.Thetoptwopapers
werepublishedin2017andoverfiveyearswerecited347[62]and1160[52]times.Study
[62]presentedasystematicreviewofgamificationineHealth,anditwaspublishedin
theJournalofBiomedicalInformatics.
Table6.Mostcited(over100times)systematicreviews(upto23October2022).
ReferenceAuthorsYearJournalCitations
[62]Sardi,L.,Idri,A.,FernándezAlemán,J.L. 2017 JournalofBiomedicalInformatics347
[52]Lau,H.M.,Smit,J.H.,Fleming,T.M.,Riper,H. 2017 FrontiersinPsychiatry140
[73]Zhonggen,Y.2019 InternationalJournalofComputer
GamesTechnology115
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[70]Villani,D.,Carissoli,C.,Triberti
,
S.,(...),Gilli,G.,
Riva,G. 2018 GamesforHealthJournal108
[45]Gorbanev,I.,AgudeloLondoño,S.,González,
R.A.,(...),Yepes,F.J.,Muñoz,Ó. 2018 MedicalEducationOnline103
Theselectedreviewpublicationswerecited1474times.Theaveragenumberofcita
tionsforaworkis27.83.Mostofthepublicationswerecitedbetween10and99times
(54.7%),whilefivepaperswerecitedover100times(Table7).Thecitationdistribution
mightindicatethat(1)thesurveysarehighlypreciseandscarcelyintersectinsubstance,
(2)therecommendedsolutions,identifiedtrends,andpresentedrecommendationsinthe
surveypapersremainrelevantfortheresearchinthedomain.
Table7.Numberofcitationsofnonsurveyworks.
CitationsNumberofPapers(Percentage)
0–919(35.8%)
10–9929(54.7%)
>1005(9.5%)
Theselectedsurveypaperscited2944referencesintotal.Themostcitedreferences
(Table8)weretheDiagnosticandStatisticalManualofMentalDisorders[74]andStatistical
PowerAnalysisfortheBehavioralSciences[75],whichdescribecommonlyusedstatistical
analysismethodsemployedforpresentingmedicalrelatedresearchresults,whileref.[76]
referstothePRISMAmethodology.
Table8.TopcitedreferencescitedbytheanalyzedsystematicreviewsonSSG(upto23May
2022).
ReferenceAuthorsYearNo.ofCitations
[74]AmericanPsychiatricAssociation1994193,348
[75]Cohen1988118,898
[77]Folsteinetal.197568,934
[78]Ajzen199141,588
[76]Moheretal.200937,389
TheanalyzedsurveypapermostoftenusedPUBMED(25),WebofScience(15),and
Scopus(12)databasesasthemainsourcesofbibliographicinformation(Table9).Pub
Med®,maintainedbytheNationalCenterforBiotechnologyInformation(NCBI),has
morethan34millioncitationsforbiomedicalpapersfromMEDLINE,lifesciencejournals,
andonlinebooks.WebofSciencegivesaccesstomanydatabasesthatprovidereference
andcitationdatafromacademicjournals,conferenceproceedings,andothermaterialsin
variousacademicsubjects.ScopusisabibliographicdatabasemanagedbyElsevierthat
coversthesubjectsofbiologicalsciences,socialsciences,physicalsciences,andhealthsci
ences.
Table9.Commonlyuseddatabases(morethanonce)usedinreviewstudies.
DatabaseNumberofPapers
PUBMED25
WebofScience 15
CochraneCentralRegisterofControlledTrials12
MEDLINE11
IEEEDigitalLibrary/IEEExplore10
Scopus,EMBASE9
Information2023,14,10510of31
ScienceDirect8
PsycINFO,CINAHL(CurrentIndextoNursingandAllied
HealthLiterature)6
GoogleScholar5
LILACS3
ACMDigitalLibrary,Taylor&Francis,Springer,ERIC(Educa
tionResourcesInformationCenter),Wiley2
Table10showsthecharacteristicsofsurveypapersincludingthenumberofincluded
studies,therangeofstudies,andthekeywords(orasearchquery)usedforidentifying
therelevantarticles.Thelargeststudy,publishedin2021,analyzed206relevantarticles
onseriousgamesandgamification,respectively,publishedintheJournalofMedicalInter
netResearch(JMIR).
Thedomainorienteddistributionofthe53reviewpublicationsincludedinourstudy
isshowninFigure3.
Figure3.Mostcommontermsusedinkeywordabstracts.
Information2023,14,10511of31
Table10.Characteristicsofthesystematicreviewsandreviewsandthestudiesincludedwithinthem.
ReferenceYearof
Study
Numberof
IncludedStudies
YearRangeof
IncludedStudiesDatabasesKeywords(SearchQuery)
[73]2019462009–2018WebofScience(WoS)“seriousgame”,“seriousgaming”,“education”,“learning”
[66]2019341990–2018CINAHLPlus(EBSCOhost),Embase,ERIC
(Proquest),Medline,PsychInfo“autism”,“social”,“emotion”,“computer”
[62]2017462010–2015ACM,IEEEXplore,Springer,WileyInterscience,
ScienceDirect,PubMed,GoogleScholar
software(app,framework,system,electronic)ANDhealth(PHR,HER,medic,
clinic,patient)ANDgamification(gameelements,game,gamemechanics)
[37]2017121980–2015PubMed,EMBASE,CochraneLibrary,PsychInfo,
WoSseriousgames,videogame,gamingANDasthma
[45]2017212011–2015WoS,Scopus,ProQuest,EbscoHost,
OvidMedline
computerbased,medicaleducation,technologyenhanced,medicalstudents,
learning,physicians,elearning,education,mlearning,mobilephone,
smartphone,mobileapp,app,game*,seriousgames,gamification
[30]2021382011–2021WoS,Scopus,PubMed,Bireme,ScienceDirect,
IEEEDigitalLibrary,ACMDL,GoogleScholar“seriousgame”,“Parkinson”
[55]2021342015–2020
PubMed,Scopus,Wiley,Taylor&Francis,
Springer,PsycINFO,PsycArticles,WoS,Science
Direct
(seriousgameORvideogameORappliedgameORcomputergameORmobile
gameORonlinegameORgaming)AND(childrenORadolescentORchildhood
ORadolescence)AND(cognitivebehavioraltherapyORcognitivetrainingOR
anxietytreatmentORanxietydisorderORmentalhealthORdepressionOR
stigmaORhelpingbehaviorORmeditation)
[28]2019432019Medline(Ovid),Scopus,PSYCINFO
(gamificationORseriousgameORgame*ORgaming)AND(child*ORkid)
AND(eatingbehaviorORfoodpreference*ORintakeORfoodacceptanceOR
foodattitudeORlikingORconsumption)
[71]2021206–2020JournalofMedicalInternetResearch(JMIR)website
gamification(searchterms:gamification,gamified,gamifying,orgamify)orseri
ousgames(searchterms:seriousANDgames,seriousANDgaming,orserious
ANDgame)
[33]20186
PublicMedline,WoS,ScienceDirect,LatinAmeri
canandCaribbeanHealthSciencesLiterature,
HealthGameResearch,CumulativeIndexto
NursingandAlliedHealthLiterature
videogamesandobesity
[46]2019251996–2019ERIC,EducationSource,PsychINFO,Global
Health,CINAHL,WoS,Medline
(“seriousgame*”)AND(educate*ORtrain*ORteach*)AND(medicalOR
medicineORsurge*ORsurgicalORphysicianORhealthcareORdoctor*OR
nurse*OR“alliedhealth”)
Information2023,14,10512of31
[43]201921–2019PubMed,GoogleScholar,CochraneCentralReg
isterofControlledTrials,CINAHL,WoS,EMBAS
“neonatal”,“deliveryroom”,“infant”,“baby”,“neonatalresuscitation”,“serious
game”,“computergame”,“boardgame”,“videogame”,“virtualreality”,
“screenbasedsimulation”,“tabletopsimulation”
[56]201812
PubMed,EMBASE,CochraneLibrary,CurrentIn
dextoNursingandAlliedHealthLiterature
wearable,seriousgame,videogameormobileapplication,andrehabilitation,ex
ercisetherapy,physiotherapy
[23]2021832012–2019
PubMed,PEDro,IEEEXplore,ScienceDirect,
ACMDL,MaryAnnLiebert,Taylor&Francis
Online,WileyOnlineLibrary,Springer
seriousgameandframework
[44]20204–2019
PubMed,GoogleScholar,CochraneCentralReg
isterofControlledTrials,CINAHL,WoS,EM
BASE
“RETAIN”,“neonatalresuscitation”,“resuscitationtraining”,“healthcareprofes
sionals”,“digitalsimulation”,“neonatal”,“infant”,“baby”,“seriousgame”,
“computergame”,“boardgame”,“videogame”,“virtualreality”,“tabletop
trainingsimulator”
[51]20179–2016PubMed,Scopus,ERIC,PsycINFO,Information
ScienceandTechnologyAbstracts,EMBASE
(videogamesORgameORgamesORgamingORcomputersimulation*)AND
(softwaredesignORdesign)AND(fidelityORfidelitiesORtransfer*ORbehav
iorORbehavior)
[64]20201152009–2019PubMed/MEDLINE,LILACS,Scopus,CINAHL
(StudentsORStudentOR“SchoolEnrollment”OR“Enrollment,School”OR“En
rollments,School”OR“SchoolEnrollments”)AND(“Videogames”OR“Game,
Video”OR“Games,Video”OR“VideoGame”OR“ComputerGames”OR
“ComputerGame”OR“Game,Computer”OR“Games,Computer”)AND(“Seri
ousGame”)(“Videogames”OR“Game,Video”OR“Games,Video”OR“Video
Game”OR“ComputerGames”OR“ComputerGame”OR“Game,Computer”
OR“Games,Computer”AND“SeriousGame”)AND(LearningORPhenome
nographyOR“MemoryTraining”OR“Training,Memory”)AND(“Cardiopul
monaryResuscitation”OR“Resuscitation,Cardiopulmonary”ORCPROR“Car
dioPulmonaryResuscitation”OR“Resuscitation,CardioPulmonary”OR“Code
Blue”OR“MouthtoMouthResuscitation”OR“MouthtoMouthResuscitation”
OR“MouthtoMouthResuscitations”OR“Resuscitation,MouthtoMouth”OR
“Resuscitations,MouthtoMouth”OR“BasicCardiacLifeSupport”OR“Life
Support,BasicCardiac”).
[34]2017172009–2014Lilacs,Medline,WoSvideogames,seriousgamesandobesity
[70]2018232007–2017PsycINFO,Scopus‘‘emotionregulation’’and‘‘videogames’’
[25]2019862007–2019WoS,PubMed“seriousgames”,“motorrehabilitation”,“Kinect”,“visionbased”,“virtualreal
ity”
Wildcard‘*”isapartofsearchquery;itmeansanycharacters.
Information2023,14,10513of31
Aftertheanalysisoftheabstractandtextoftheselectedreviews,weidentifiedseven
commonstudytopicsofinterest,asfollows:generalhealth(16),rehabilitation(11),virtual
reality(8),videogames(8),education(8),mentalandcognitivedisorder(6),andlearning
(5).Here,mentalandcognitivedisordersincludeintellectualimpairmentsandconditions
suchasanxiety,depression,Parkinson’sdisease,Alzheimer’sautismspectrumdisorder
(ASD),etc.Educationisrelatedtoallaspectsofteaching,andtheuseofgamesinthe
pedagogicalcontexttoimprovetheengagementofstudentsandthedeliveryofprofes
sionalknowledgeinaformalenvironment.Rehabilitationisfocusedonactionsmeantto
enhancefunctioningandminimizeimpairmentinpeoplewithhealthissues(suchasafter
traumasorchronicdisease)astheyinteractwiththeirenvironment.Generalhealthfo
cusesonmaintaininghealthandwellbeingthroughoutthelifetimebypracticingexercise,
diet,preventativehealthchecks,oralhygiene,etc.Virtualreality(VR)isacomputergen
eratedenvironmentfeaturingrealisticlookingimagesandobjectswhichimmersethe
viewerintheirsurroundingsusingspecializedequipment(VRheadset)withvisualfeed
back.Videogamesareanyelectronicgamesthatarebasedoninteractionandvisualfeed
back.Notethatthetopicsarenaturallyoverlapping.Moreover,severalreviewarticles
whichdonotfallintoanyofthecategorieshighlighttheinterdisciplinarynatureofthe
SGGdomain.
3.3.QualityEvaluationUsingAMSTAR
WeusedarevisedversionofAMSTAR(ameasurementtooltoassesssystematicre
views),whichisapopularinstrumentforcriticallyappraisingsystematicreviews.Itisa
validatedtoolthatassessesthequalityofasystematicreviewbyevaluatingtheprocessof
conductingthereview,ratherthanthequalityoftheprimarystudiesincludedinthere
view.Itisdividedinto16itemsthatcovervariousaspectsofthesystematicreviewpro
cess,suchasthetransparencyofthesearchstrategy,thereportingofpotentialbiases,and
theuseofasystematicapproachtodataextractionandanalysis.
TocarryoutAMSTAR2,thereviewwasassessedagainsteachofthe16itemsusing
ayes/no/can’tanswerformat.Ascoreof1isgivenfora“yes”answer,ascoreof0isgiven
fora“no”answer,andascoreof0.5isgivenfora“can’tanswer”answer.Thetotalscore
rangesfrom0to11,withahigherscoreindicatingahigherqualitysystematicreview.
Ascorerangewascreatedforcategorizingthesystematicreviewsintocriticallow
(0–4p),low(5–8),moderate(9–11),andhighcategoriesbasedontheoriginalAMSTAR
method(12–16).Separately,tworesearchersassessedthestudies.Discussionswereheld
tosettleanydifferencesandcometoaconsensusagreementonthefinalscore.Thefinal
consensusscorewas11.75,whichindicatesamoderatequalityofthesystematicreviews.
4.AnalysisandDiscussionoftheSystematicReviewsonSSG
Inthissection,theselectedreviewarticlesarediscussed.Forconvenience,thearticles
aregroupedbyresearchtopicsidentifiedinSection3vialexicalanalysisoftitlesandab
stractsofpublicationsandthecategorizationpresentedinFigure3wasfollowed.
4.1.GamesforGeneralHealth
Study[32]assessedtheinfluenceofseriousgamesonsmokingstart,cessation,and
behavioralvariables.Thestudyfound15studiesthatevaluated14differentserious
games,whichcombineddifferentgamingaspects.Generalandsporadicincentives,theme
andgenreaspects,andpenaltieswerethemostused.Eightfactorswereidentifiedtohave
statisticallysignificantbeneficialimpactsinsixtrialsonsmokingavoidance(e.g.,attitude,
knowledge,intention).Fiveofthesevenstudiesonquittingsmokingindicatedfavorable,
statisticallysignificantbenefitsonquittingorstatus.Sixdeterminantsdemonstratedsta
tisticallysignificantbeneficialimpactsinthesetrials(e.g.,selfefficacy,attitude,intention).
Strongergamedesignsareneededtoillustrate,measure,andcomprehendtheimpactsof
seriousgames,asmostoftheresearchhadsignificantmethodologicalshortcomings.
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Study[47]examinedtheusageofgamificationapproachesinstresstreatmentappli
cations,aswellastheircoexistencewithevidencebasedstressmanagementandbehavior
modificationtactics.Seventeengamificationtactics,15stressmanagementtechniques,
and26behaviormodificationapproacheswereevaluatedin62stressmanagementappli
cationsfromtheGooglePlayStore.Ataxonomyofgamificationstrategieswasdeveloped
andputintopractice.Therearenolinksbetweentheadoptionofgamificationtacticsand
behaviormodificationorstressmanagementstrategies,accordingtothefindings.Asa
result,stressmanagementappdesignersdonotemploygamificationtacticstoinfluence
userbehaviorandresponses.Furthermore,theappcreatorsfailtoseethevalueofmixing
gamificationapproacheswithbehaviormodificationtheories.
Study[48]analyzedtheimpactofseriousgamesonchronicillnessoutcomesinchil
dren.Selfefficacy,adherence,knowledge,theoryapplication,parentalparticipation,and
studyqualitywereallinvestigated.Thereviewincludesatotalofeighteenpapers.Cere
bralpalsy,asthma,diabetes,developmentalcoordinationdifficulties,andeyeabnormali
tieswereamongthehealthissuestreated.Psychosocialvariablessuchasselfefficacy(i.e.,
anindividual’sbeliefintheirabilitytocontroltheirownactionsandaffectchangeintheir
environment)andknowledgewerestudiedintheanalysis.Thepotentialforgamesto
benefityoungpeople’shealthisdemonstratedinthisstudy.Themixedresultsimply,
however,thatmoreseriousgamingtreatmentsshouldbewelldevelopedandextensively
researchedtosupporttheirinfluenceonimprovinghealthoutcomes.
Study[51]focusedongamelikeinterventionsforhealth.Therewere15studiesthat
wererelevant.Transfer(i.e.,theabilityofapatienttoapplytheskillsorknowledge
learnedinthegametoreallifesituations)isseenasadesiredconsequencebutnotasa
designconceptinstudiesongameliketreatmentsforhealthandhealthcare.Studieson
gamelikehealthtreatmentsseldomexplaindesigndecisionsorgivedesignprinciples.
Gamesandsimulationsforhealtharebasedonfirstclasstransfer(i.e.,directapplication
ofskillsorknowledgelearnedinthegametoreallifesituations),althoughsecondclass
transfer(i.e.,theapplicationofskillsorknowledgelearnedinonesituationtoarelated
butdifferentsituation)israrelyused.
Study[63]undertookascopingassessmentofthedevelopmentandassessmentof
seriousinstructionalgamesforhealthcareworkers,patients,andhealthyusers.Theau
thorsfound161studies.Thefindingsrevealedapositivetrendinbroadeningthescopeof
healthteachinggamesbeyondasingleclinicalcondition.Thefindingspointtotheneces
sityforhealtheducationgamecreationandacceptanceinpoornations,aswellastheneed
ofinterdisciplinarycooperationintheproductionofeffectiveeducationalseriousgames
forhealth.Inordertoprovideevidenceoflongtermefficacy,futurehealthgamesshould
includelongerfollowupassessmentsandextendthedurationofthegameitself.This
wouldallowresearcherstotracktheprogressofpatientsoveralongerperiodoftimeand
toseeifthebenefitsofthegamecontinuetobeevidentevenafterthegamehasbeen
completed.
Study[68]aimedto(1)identifyandanalyzetheneeds,suggestions,andguidelines
offeredbySSGforhealthinthescientificliterature,and(2)buildaconsensusframework
tohelpresearchers,gamedevelopers,andhealthcareprofessionalsindevelopingevi
dencebasedSSGforhealth.Thisinterdisciplinary,iterative,andinteractiveevaluation
revealedfivehighlevelcriteriaand20lowlevelrequirementsprovidedbytheSGHcom
munity.Theauthorsproposeaframeworkfordevelopingtheorydriven,evidencebased
SGHthatincludequantitativetrialstoassesswhetherSGHachievetheintendedout
comes,andfollowupmonitoringtoenableSGHstakeholderstousetheminawiderange
ofprojects,regardlessofdiscipline,healthcaresegments,orfocus.
Study[71]presentedthestateofSSGconceptualizationsinhealthcareresearch.There
were206papersevaluatedtheoreticallyintheJMIRanditssiblingpublicationsthatcon
tainedphraseslinkedtogamification,seriousgaming,orboth.Theauthorscreatedthe
GAMINGs(gamebasedinterventionreportingguidelines)forresearchersreportingon
gamebasedtreatments,whichconsistof25elementsorganizedintofourcategoriesof
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focus,contribution,awareness,andindividualconcepts.FollowingtheGAMINGscan
helpwriterspresentresearchoutcomesofgamebasedtherapiesmorerigorously.
Study[72]gaveasummaryofseriousgamesdesignedforthetrainingoforalhealth
professionalsorfororalhealthpromotion.Atotalof19investigations(25publications)
werechosen.Gameswereseparatedintotwocategories:instructionalgamesandgames
thatpromoteoralhealth.Mostoftheresearchinvolvedstudentsintheoralhealthprofes
sionsorschool/preschoolchildren.Intermsofincreasingoralhealthoutcomes,interactive
seriousgameswerejustassuccessfulastraditionalnoninteractivetechniques.Partici
pantsexpressedahigherdegreeofsatisfactionwithlearningthroughgamesintheirfeed
back.Theuseofseriousgamesinoralhealthisrestricted,andthereislittlereliablescien
tificevidencetobackuptheirefficacy.
4.2.GamesforRehabilitation
Study[22]assessedthestateoftheartintermsofinteractionmodesutilizedingames
fortherehabilitationofupperlimbs.Therewere33articlesexamined.Almosthalfofthe
experiments(42.4%)employedvisionsystemsasaninteractionmodalityandcollected
bodymotionsusingtheKinectsensor(48.48%).Lightingconditionshavethepotentialto
alterthedeviceperformanceofvisionsystemsandsupplementaryvisionsystems.Not
manystudieshavebeenconductedontheuseofseriousgamesforfingerrehabilitation
andtreatinginjuries,oronhowtocombinemultiplesensordatatoimprovethewaypeo
pleinteractwiththegame.Theseresearchgapsmaybepromisingtopicsforfuturestudy.
Study[23]reviewedthebenefitsofutilizingasoftwareengineeringmethodologyin
seriousgamesforphysicalrehabilitation.Forthisinvestigation,83publicationswerecho
sen.Eightoftheeightythreepublicationsexaminedemployedasoftwareengineering
frameworktoconstructtheirwork.Mostofthemconcentratedononeormorefactors,
suchasdatacollectionandprocessing,gamelevels,incentive,andtherapistmonitoring.
Thiscomprehensiveexaminationrevealsthatmostseriousgamesarenotdevelopedusing
softwareengineering.Asaresult,developmentsystemsignorevariousfactorsandlacka
consistentapproach,resultingintheomissionofcriticalimplementationelementsthat
affectthepatient’srecoveryperiod.Forexample,thelackofproperassessmentandfeed
backcanleadtoalackofprogressorevendeteriorationinthepatient’scondition.Ifthere
isnofeedbackprovidedtothepatient,theymaynotbeawareoftheirprogressorareas
wheretheyneedtoimprove,whichcanhindertheirrecovery.Anotherimportantelement
islackofengagementandmotivation.Gamesthatarenotengagingormotivatingmay
notholdthepatient’sinterest,whichcanleadtopoorcomplianceandalackofprogress.
Theomissionoftheproperintegrationwithothertreatmentmethodscanleadtoalackof
continuityinthepatient’streatment,whichcanimpedeprogress.
Study[30]determinedandassessedthesituationofusingseriousgamesinthereha
bilitationofpeoplewithParkinson’sdisease(PD).Theevaluationlookedatthetypeof
game,interface,device,rehabilitationprocedure,techniqueformeasuringthegame’sef
fectiveness,symptomscured,andimplementationinrealpatients.Moststudiessuggest
creatingexergames,usingVRasaninterfacetechnology,capturingbodymotionswith
LeapMotionandMicrosoftKinect,andtreatingbradykinesiaandgaitproblems.Thefind
ingsshowthathighscientificrigorisrequiredforthesolutionsprovided,aswellasthe
extensionoftheinstrumenttomedicalpractice.SeriousgamesforpeoplewithPDshould
beadaptabletotheuniqueneedsandabilitiesofeachindividualplayer,easy,andintelli
gent.Thiscouldincludeoptionstoadjustthegame’sdifficultylevel,controloptions,and
othersettingstoaccommodateforthephysicalandcognitivelimitationsthatmaybeas
sociatedwithPD.Thegamesshouldalsobeeasytounderstandandnavigate,withclear
instructionsandsimpleinterfacestominimizeconfusionandfrustration.Thiscanhelpto
ensurethatplayersareabletofocusonthetherapeuticaspectsofthegameratherthan
strugglingwiththemechanicsofplaying.Finally,seriousgamesforParkinson’sDisease
shouldbeintelligent,usingdataandanalyticstotrackprogressandadjustthegame’s
difficultylevelorotheraspectsasneeded.Thiscanhelptoensurethatplayersare
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challengedattheappropriatelevel,andthatthegamecontinuestobeeffectiveovertime
astheplayer’sconditionchanges.Additionally,thesegamesshouldalsobeabletopro
videfeedbacktothetherapistorcaretaker,sothattheycanmonitortheplayer’sprogress
andadapttheirtreatmentaccordingly.
Study[35]assessedtheeffectivenessofseriousgamesforstrokerehabilitation.In
addition,independentofthedeviceutilized,welookedatwhetheradheringtoneuroreha
bilitationprinciplesaffectstheefficacyofgamesespeciallyintendedforrehabilitation.
Whencomparedtotraditionaltherapy,ametaanalysisof42studieswith1760individu
alsfoundthatseriousgaminginterventionshadgreaterresults.Thismetaanalysisfound
thatrehabilitationusingseriousgames,aimedtowardsrecoveryafterstroke,resultsin
superiorgainsinthreeInternationalClassificationofFunctioning,DisabilityandHealth
(ICFWHO)componentscomparedwithstandardtherapy.Seriousgamesaremoreeffec
tivewhentheyconformtoaunifiedsetofneurorehabilitationprinciples,regardlessofthe
technologyinstrumentemployed.Thecollectedsetofneurorehabilitationprinciples
shouldbeconsideredinthefuturedevelopmentofstrokespecificrehabilitationtherapies.
Study[38]analyzedseriousgamesinpsychotherapyandpsychosomaticrehabilita
tion.Publicationsthatdidnotincludeempiricalevidenceonefficacywerenotincluded.
TheresultsofN=15researchsatisfiedtheinclusioncriteriabasedonthissystematiclit
eraturereview.Theylargelyusedcognitivebehavioralapproaches,whichmaybeusedto
treatavarietyofmentalillnesses.Seriousgamesworkwellasastandaloneintervention
oraspartofpsychotherapy,andtheyappealtopatientsofallagesandgenders.Serious
gameswerefoundtohaveabeneficialtherapeuticcomponent.However,thefindingsare
inconclusive,andfurtherstudyisneededtobetterunderstandtheusefulnessofserious
gamesforpsychotherapy.
Study[41]analyzednewdataontheefficacyofexergamingforPDrehabilitationand
presentsanoverviewofcurrentresearchonexergamebasedtherapyinPDpatients.
Therewere64publicationschosen.Theresultsofthelastreviewrevealedthatpotential
improvementsinmotorabilitieshadoccurred.MicrosoftKinectandtheWiiBalance
Boardwerefoundtobesafeandfeasibleinpilottrials.Bothdevices’balanceandgaitdata
wereshowntobereliableintechnicalstudies.Relatedmetaanalysesandsystematicre
viewsbackuptheseclaims,highlightingthenecessityforpatientskilladaptionaswellas
theuseofnovelinputdevicesandsensorsasdiscoveredgaps.Exergamebasedtherapy
hasbeenshowntobeviable,safe,andsuccessfulinthetreatmentofPD.
Study[42]analyzedengagementandmuscletraining,withvirtualtrainingsoftware
forupperlimbprostheticrehabilitationeitherfocusedongamedesignelementsorona
realisticportrayalofprosthetictrainingactivitiestoencouragetaskspecificskilltransfer.
Previousresearchhasshownthatwithoutatransferenablingtaskstructure,muscletrain
ingalonedoesnotresultinenhancedprosthesiscontrol.However,therehasbeenasig
nificantincreaseinthenumberofgamebasedprosthesistrainingaids,whichemphasize
participationratherthanskilltransmission.Theavailabilityofcommerciallyavailableac
quisitiondevicesandpubliclyavailablegamedevelopmenttoolsforcreatingserious
gamesforprosthesistrainingimpactedthisflood.
Study[59]describedthekeyresultsfromtheevaluationofcurrentgamesforstroke
recovery,includingmeaningfulplay,failurehandling,emphasisondifficulty,andthe
needoffeedback.Theauthorsconcludewithasetofdesignsuggestionsforfutureserious
gamecreatorstothinkaboutwhencreatinginterfacesforstrokevictims.Thisstudyshows
thatusinggamingtechnologyforstrokerehabilitationisaneffectiveinteractiveapproach.
Seriousgamesprovidethepossibilityoffullycustomizableandcontextualizedgaming.
Theanalysisalsoarguesthatencouragingchallengeandrecoveryfromerrorsareuseful
characteristicstohaveinseriousgamesforrehabilitation.
Study[60]gaveanexaminationoftheinfluenceofSGonneurorehabilitationtherapy
andpatientopinionsonrehabilitation.Thisevaluationincluded47papersthatlookedat
theuseofexperimentalseriousgamesandcommerciallyproducedseriousgames(CSGs)
forrehabilitationinavarietyofneurologicaldiseases.TheNintendoWiiwasusedbythe
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majorityofCSGsasasupplementtotraditionaltherapy.In35investigations,significant
improvementsinkeyoutcomessuchasmotorperformance,balance,executive,andcog
nitivefunctionswereidentified.Inaddition,17piecesofresearchrevealedpatientview
pointsonrehabilitation.Accordingtothefindings,SGsareeffectiveexergameinstru
ments.
Study[56]examinedtheeffectsofwearabletechnologiesandseriousgamesusedin
therehabilitationofindividualswithsevereboneandsofttissueinjuriesonfunctional
resultsandtreatmentadherence.Onlytwopiecesofresearchrevealedthatseriousgames
hadfavorablebenefitswhencomparedtotraditionaltherapy.Inoneoffiveexperiments
thatlookedattreatmentadherence,thegaminggrouphadastatisticallysignificantbenefit
overtraditionalphysiotherapy.Thepoolingofdatawasnotpossibleduetodifferencesin
researchdesignandoutcomemeasures.Aftercatastrophicboneandsofttissueinjuries,
seriousgamesappeartobeasafealternativeorasupplementtotraditionaltreatment.
Theirvalidityandefficacyinrehabilitationtherapy,aswellastheircostefficiencyand
influenceontreatmentadherence,shouldbeinvestigatedmoreinthefuture.
Study[69]examinedtheassociationbetweenthequalitiesofseriousgames(SGs)and
thetherapeuticoutcomesoftrialsthatusedgamestohelppatientswhohadcerebralpalsy
ormultiplesclerosisorhadhadstrokes.Theyfound12studiesthatevaluatedmotor,sen
sory,andfunctionalfunctions,aswellasoverallhealthoutcomesincertaincases.Upper
limbmotorrehabilitationwasachievedbygamebasedinterventions.Sixgamesfromcas
ualSGs,onecombinationofcasual,simulation,andexergamingSGs,andtwomixed
sportsandsimulationSGsallshowedsubstantialgainsinatleastoneclinicalassessment.
Casualgameswithafirstpersonperspective,novisibleplayercharacter,singleplayer
mode,andnonimmersiveVRhadthegreatesttherapeuticeffects.
Study[61]investigatedtheuseofseriousgamesintherehabilitationofpeoplewith
neuromotorimpairmentsoftheupperlimbresultingin38researchpapers.Thisstudy
examines35distinctgamingsystems.Onlyeightofthethirtyeightpublicationsinthis
evaluationcompletedaclinicaltrial,andonlytwentyoneofthemreportedbenefitsinthe
targetpopulationafterusingthegamesandplatforms.Asaresult,intherehabilitation
sector,anewparadigmisemerging,characterizedbythesystematicuseofelectronicgam
ingplatformswithseriousgamesin/forrehabilitation.Seriousgamesandgamingplat
formsforupperlimbrehabilitationareusheringinanewrehabilitationparadigm.More
researchisneededtofullyintegratethesetechnologiesintherehabilitationindustry.
Study[65]studiedgamedesignaspectstoaidintherehabilitationofpatientswith
shouldermusculoskeletalproblems.Therewere31articlesintotal,publishedbetween
2006and2019.Points,tasks,andavatarswerethemostoftenutilizedgamecomponents.
Collectionsandteams,whicharemorecomplicatedgamecomponents,wererarelyem
ployed.Therewerejustafewsystemsthatusedgamedesignaspectstoassistsubjects
withmusculoskeletalillnessesoftheshoulderinrehabilitation.Exergamesallowselfex
ercisinginalmostallapplicationplatforms.Patients’uniquecharacteristicsarefrequently
overlooked.Motivationalgamedesigncomponentsthatareincorporatedintoagameto
encourageplayerstoengageandcontinueplaying(suchaspoints,levels,achievements,
andleaderboards)basedonpatientspecificcharacteristicsarenecessaryaspartofaho
listicstrategytoimproverehabilitationadherence.
Study[62]outlinedthepresentstateofknowledgeongamifiedeHealthapplications,
investigatedthevariousgamificationtacticsusedineHealth,anddiscussedtheprosand
drawbacksofthisnewfield.After,46studiesfromvarioussourceswereevaluated.Most
ofthepublicationsincludedinthisstudydiscussedSSGinhealthandwellbeingareas
suchaschronicillnessrehabilitation,physicalexercise,andmentalhealth.Inthissector,
thereisstillascarcityofreliableempiricalevidence.Furthermore,mostoftheeHealth
appsandseriousgamesstudiedhavebeenshowntoprovideonlyshorttermengagement
throughexplicitreinforcement.Torealizethefullcapabilitiesofgamification,eHealth
solutionsmustbebuiltonwellfoundedtheoriesthatharnessthefundamentalexperi
encesandpsychologicalconsequencesofgamemechanics.
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Study[66]examinedtheuseofseriousgameprinciplesinsocialemotionalcomputer
basedinterventions(CBI)forautisticpeopleandassessedtheeffectivenessofthesecon
ceptsinimprovingsocialemotionaloutcomes.Databasesearchesturnedup34paperson
socialemotionalCBI,with17controlledstudies.Thefiveseriousgameconceptswere
usedtosummarizethequalitiesofeachCBI:compellingplot,goaldirectedlearning,in
centivesandfeedback,escalatinglevelsofdifficulty,andindividualization.Thefindings
indicatedthatautisticpeoplehavealimited(45%)integrationofseriousgameconceptsin
socialemotionalCBI.Theseriousgamedesignframeworkcanhelptoguidethedevelop
mentofsocialemotionalCBI,whichcanhelpautisticpeopletoimprovetheirsocialemo
tionalabilities.
4.3.VirtualRealityGames
Study[25]examinedhowvisionaryseriousgamesandVRtechnologiesareusedin
motorrehabilitationprograms.Therewere86studiesfound.Themostoftenutilizedtech
nologyinexploringtheimpactofvisionbasedseriousgamesandVRsystemsonrehabil
itationisKinect.Thefindingsalsoimplythatpatientswithcerebralpalsyandwhohave
hadstrokesaretheprimarytargetcategories,withanemphasisonolderindividualsin
thiscategory.Mostoftheresearchfocusedonposturecontrolandupperlimbworkouts,
andtheyemployedavarietyofmetricstoassessthem.Despitetheincreasedinterestin
thisfieldamongresearchers,manystudieslackadequateclarityandarenotstandardized.
Instudy[49],thecurrentcognitiontests,VRapps,andseriousgamesincognitive
assessmentandtherapyforneurocognitivedisorderswereanalyzedtoevaluatethecur
rentstateoftheartincognitiveassessmentformajorneurocognitivedisorders(NCDs),
suchasAlzheimer’sdisease(AD),themostcommongeriatricmajorNCD,andthenit
brieflylookedaheadatthepotentialapplicationsofVRtechnologiesinNCDassessment
andcognitiontraininginasimulated3Denvironment,andforthealleviationofcognitive
disordersymptoms.TheVRbasedtechnologies,wefeel,offerenormouspotentialincog
nitiveevaluationandnonpharmacologicaltreatmentforsevereNCDs.
Study[57]examinedandclassifiedtheinfluenceofVRtechnologyon46gamified
appswithseriousgoals.OurfindingsimplythatimmersiveVRenhancessimulationout
comes,suchaslearningacquisitionandinformationretention,aswellasclinicalrehabili
tationoutcomes.Itdoes,however,havedrawbacks,suchasmotionsicknessandlimited
accesstoVRdevices.Thestudycontributedbyprovidingclearerknowledgeofthebene
fitsandconstraintsofutilizingVRtechnologyinserioussimulations,ataxonomyforcat
egorizingthem,andadiscussionofwhethermethodologiesandparticipantprofilesim
pactresults.
Study[24]examinedthehistoryandqualityofclinicalresearchonVRbasedserious
games.TheadoptionofseriousVRgameshasdemonstratedefficacyinimprovingupper
limbtelerehabilitation(TR)followingstrokes,althoughtheevidencequalityisstillpoor
duetoalackofrandomizedcontrolledtrials(RCTs),fewsubjects,anddiversesamples.
VRgamesareapotentiallyusefultechniqueforsupplementingtraditionalrehabilitation,
butfurtherresearchisneededtoreinforcetheproofofsuccessandencouragethespread
oftheproposedsolutions.
4.4.VideoGames
Study[28]analyzedandevaluatedgamebaseddietarytreatmentsforchildren.The
focuswasonwhetherthegamebasedtechniqueshelpedyoungpeopletoimprovetheir
eatinghabits,whatthemosteffectivegameelementswere,andhowgamebasedtech
niqueshelpyoungpeopletoaltertheireatinghabits.Thereare43piecesofresearchthat
havebeendiscoveredwhichimprovefruitandvegetableconsumption,changesnacking
behavior,stimulatefooddiscovery,andpromotehealthyeating.Seriousgamesthatfocus
onfoodeducationcanhelpchildrentodevelophealthyeatinghabitsbyincreasingtheir
knowledgeandpositiveattitudestowardsfruitsandvegetables.Thesegamescanalso
encouragechildrentotrynewfoodsandreducepickyeatinghabits.Ontheotherhand,
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gamesthatpromoteunhealthysnacksmayleadtoanincreaseinunhealthysnackcon
sumptionamongchildren.Toinspireandinvolveyoungpeopleindevelopinggoodeat
inghabits,amixofstorycontext,feedback,progress,andchallengewaswidelyemployed.
Study[33]investigatedtheeffectivenessofseriousgamesinimprovingknowledge
and/orbehavioralimprovementsinoverweightandobeseyoungpeople.Thefinalsample
includedsixstudies.Thearticlesaimedtoencouragegamerstomakepositivebehavioral
changes,suchasincreasedphysicalactivityandbettereatinghabits.Usingseriousgames
asatechniquecanbeeffectiveinpromotinghealthybehaviorsandcopingstrategiesfor
childrenandadolescentswhoarestrugglingwithobesity.Seriousgamesareanalternate
waytogivehealtheducationtochildren,andresearchinthissubjectisanincreasingand
promisingtechnique.
Study[34]analyzedseriousgamestotreatand/orpreventchildhoodobesity.The
searchyielded466studies,with17beingchosenforexamination.Seriousgamesforhealth
promotionmighthaveagoodimpactonchildren’shealth,inducebehaviorchanges,and
promotehealthybehaviors.Seriousgamescanbeausefultechniqueforchildren’shealth
education.Givenchildren’susageoftechnology,thesetoolsmaymodifythepublic’sbe
haviorwithrelationtojuvenileobesity.
Study[40]investigatedtheapplicationofvariousartificialintelligencealgorithms
linkedtodecisionmakingandlearning.Toclassify129papersthatmatchedtheinclusion
requirements,aclassificationsystemwascreatedanddefined.Theauthorsusedthisclas
sificationsystemtoreachsomefindingsabouthowintelligentseriousgamesarereally
used.Theauthorsbelievethatenoughinformationhasbeenacquiredinrecentyearsto
designnewintelligentseriousgamesthatconsidernotonlytheendgoalbutalsothetech
nologyandtacticsemployedtogiveplayersavirtuallygenuineexperience.However,to
ensurethatproducedseriousgamesaccomplishtheirintendedgoals,researchersmay
needtoenhancetheirtestingapproach.
Study[70]examinedtheresearchontheeffectsandmodalitiesofusingvideogames
foremotionalregulation(ER).Thereviewcomprised23papers,whichweredividedinto
threecategories:(1)crosssectionalandqualitativestudies,(2)studiesontheimpactof
videogameexperienceonER,and(3)ERinterventionusingseriousgames.Alimitedtime
ofplaying,suchasthatenabledbyseriousgames,gavelesspotentialforERimprovement
thanfrequentgamingwithcommercialgames(connectedtogameplayandpleasureof
fictitiousproperties).Thisfieldofstudyisstillinitsinfancy;thus,resultsshouldbeeval
uatedwithcaution.Moreover,futureevaluationsshouldincludeclinicalpopulations.
VideogamesprovideavarietyofERoptionsaswellasachallengeforeducationaland
psychosocialsolutions.
4.5.GamesforEducation
Study[21]soughttofindseriousgamesthateducatepatientsontheissuesofmedi
cationadherence,education,andsafety,aswellastheoreticalframeworksfordeveloping
seriousgamesformedicationuseandsampleframesforassessingseriousgamesonmed
icationusage.Therewere16trialswith12seriousgamescontainingelementsofmedica
tionadherence,education,andsafety.Existingevaluationsinvestigateseriousgamesthat
focusondiseasemanagement,suchasdiabetes,HIV,andasthma,aswellasthebeneficial
impactofseriousgameteaching.Seriousgamesshouldspecifythetheoreticalframework
includedintogamedesign,andsuccessshouldbemeasuredbytheplayer’sabilitytore
tainlearningobjectives.
Study[37]analyzedarticlesaboutseriousgamesdevelopedtoteachpatientsandthe
publiconasthmaandevaluatedtheirinfluenceonpatientknowledge,behavior,and
asthmadiseaseoutcomes.Twelvearticleswereidentifiedasbeingrelevant,eachdescrib
ingtenseriousgames.Eightgamesforchildrenwithasthmaandtwoforschoolbased
interventionwereincludedintheseriousgames.Mostoftheseriousgameswerelinked
tohighlevelsofenjoymentandknowledgeimprovementinyoungpeople.Sevenstudies
comparedtheeffectsofseriousgamesonmedicaloutcomestocontrolgroupsand
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discoverednosignificantdifferences,whilefewchangesinbehaviorsormedicalout
comeshaveoccurred.
Study[44]examinedtheevidenceforusingtheRETAINseriousgametoimprove
newbornresuscitationinstruction.Therewerethreearticlesandoneconferenceproceed
ingfound.TheRETAINboardgamewasdescribedintwostudies,whiletheRETAIN
computergamewasdescribedintwoinvestigations.RETAINwasdescribedastherapeu
ticallyusefulandrelevant.RETAINalsoservedasasummativeevaluationandenhanced
theknowledgeofnewbornresuscitation.RETAINisatoolthatmaybeusedtoteachand
assessexperiencedneonatalresuscitationclinicians.
Study[43]reviewedtheexistingliteratureonseriousgamesandhowtheymighthelp
neonatalhealthcareworkersretaininformationandabilities.Thisreviewincludestwelve
seriousgames(fivevideogames,fourboardgames,andthreeVRgames).TheRETAIN
boardgameandneonatologygamebothshowedimprovementsinknowledge.Toim
provetheoreticalandpracticallearning,seriousgamesaremorecommonlybeingintro
ducedintomedicalschoolcurricula.Seriousgamescanincreasehealthcarepersonnels
knowledge,abilities,andadherencetotheresuscitationprotocol,aswellasimproveac
cesstoSBEinbothresourcerichandresourcepoorsettings.Importantclinicaloutcomes
innewbornsshouldbethefocusoffuturestudy.
Study[45]exploredtheeducationaltacticsusedbygamedeveloperswhilebuilding
medicaleducationgames,andhowgoodtheevidenceisfortheeffectivenessofgames.
Eventhoughgamecreatorssaythatgamesaregreatteachingaids,thedataaremixed.
Gamesarecomplementingtoolsthatdonotsupplantclassicalpedagogicalmethods,and
behaviorismandcognitivismremainthemostcommoninstructionalapproaches.Medical
educatorsdonotrequiretheuseofcomplexgamesintheircourses,preferringsimulations
andteststhatfocusoninformationretentionandskillimprovementviarepetition.The
reallifeuseofgamesiscontingentonthequalityoftheevidencesupportingtheirsuccess.
Study[46]evaluatedtheefficacyofseriousgamesforprofessionalhealtheducation
in25studies.Sixteenstudentshadbothapre‐andposttest,andallofthemimproved
significantlyintheirlearningscoresafterusingseriousgames.Eighteenstudiespublished
controlledtrials,wherebyfourteenofwhichfoundthatfollowingseriousgames,posttest
resultswereconsiderablyhigherthanwithtraditionalteachingapproaches.Thestudy
foundalackofintegrationofemotionallearningwithotherabilities,andarequirement
forseriousgamespreparedpeopleforpostgraduateeducation.Seriousgamesappearto
beeffectiveforshorttermlearning.Beforemakinggeneralizableconclusiveassertions,
additionalcompetencesandhealthprofessionalsmustbeaddressedacrosstheschoolcon
tinuum.
Study[53]synthesizedtheevidenceontheefficacyofSGsinincreasingengagement
andenhancinglearningoutcomesinhealthcareprofessioneducation.BetweenJanuary
2005andApril2019,37randomizedcontrolledtrials(RCTs)werediscovered,with29of
thembeingincludedinrandomeffectmetaanalyses.SGsdidnotresultinlongertime
spentwiththeintervention,higherinformationacquisition,cognitiveandskillsdevelop
ment,attitudechange,orbehaviorchangewhencomparedtoothereducationalinterven
tions,buttherewasminimalevidenceforSGswithregardtoboostingskillconfidence.
Study[54]evaluatedandsynthesizedthebestavailableinformationontheeffective
nessofSGsandtheinfluenceofDEsonhealthcareprofessionals’andstudents’involve
mentandeducationalresults.
Study[55]collectedpapersonSSGpublishedbetween2015and2020,withanem
phasisontheirapplications:detection,prevention,therapyandawareness,tostudytool
deployment,development,andevaluationfortrends,strengths,andflaws.Thefollowing
criteriawereusedtofilterthepapers:SSGforpersonalcomputer(PC),smartphone,or
VR;forchildrenandadolescents;andfordepression,anxiety,orboth.SSGforPC,
smartphone,andVRdeviceswerecreatedin34piecesofresearchandtestedinadoles
centsandchildren.Mostgamesareusedforpreventionandtreatment.Anxietyismore
prevalentinchildhood,whereasdepressionismoreprevalentinadolescence.More
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awarenessanddetectiongamesthatincludeawareness,prevention,detection,andthera
peuticapplicationsareneeded.Gamesshouldappealtopeopleofallages.SSGdevelop
mentandassessmentshouldbeharmonized.
Study[58]discussedtheadoptionofseriousgamestoteachyoungpeopleabout
mouthhygiene,aswellashuntedforapplicationsthatservedthesameobjective.Twelve
articleswerechosen,11gamesweredesignatedasseriousgamesfocusedonoralhealth,
and284applicationswerefoundonthePlayStore,withamajoritysurroundinginterven
tionistactionindentalclinicswiththeprimaryplotsbeingpain,toothcavity,andtrauma.
Therearejustafewappsdedicatedtooralhygieneinstruction.Thereisalargepresence
ofachildren’saudienceamongtheintendedaudience.Despitethepaucityofpublications
ontheissue,investigatingelectronicresourcesasinstructionalchoicesforchildren’soral
hygienesuggestsafieldofstudywithacademicpromiseandprospectivepublichealth
implications.
Study[64]reviewedthescientificdataontheuseofseriousgamestoteachcardio
pulmonaryresuscitationtohealthstudents.Theauthorsfoundeightstudiesanddivided
themintotwocategories:thestudy’spurposeinrelationtocardiopulmonaryresuscitation
usingseriousgames,andtheseriousgame’sapproachtoteachingcardiopulmonaryre
suscitation(CPR).Theprimarytargetforseriousgamelearningismedicalstudents,and
thegames’primarygoalsaretoevaluatetheireffectivenesswithregardtoestablished
approachesandinformationretention.
Study[73]analyzedarticlesrelatedtotheadoptionofseriousgamesineducation
anddiscussednumerouselementsthatimpactedtheeffectsofseriousgamingassisted
learning.Themainportiondiscussedthebenefitsanddrawbacksofusingseriousgames
inteaching.Attitudesabouttheapplicationofseriousgamesineducation,aswellasthe
newgrowthofseriousgameusageineducation,wereinvestigated.Thestudyunderlined
theneedforinterdisciplinarycollaborationinfuturetheoreticalandpracticalexploration.
4.6.GamesforMentalDisorders
Study[29]aimedtoprovideacompletepictureoftheevidenceofseriousgamesfor
healthaimedbehavioralchangeinadolescentsandchildren.Therewere34studiesthat
investigatedtheeffectivenessofseriousgamesinpromotingmentalhealthandchanging
healthrelatedbehaviorsinchildrenandadolescents.Thedataevidencingtheuseofseri
ousgamesinadolescentsandchildrenforthepromotionofhealthremainlimited.Given
thepublicationbias,theseresultsshouldbeviewedwithcare.Beforewecanmakefirm
conclusions,weneedmoreresearchthatisproperlyconductedandthatexamineswell
definedseriousgames.
Study[31]analyzedhowenduserengagementinthedesignanddecisionmaking
processaffectsgameeffectiveness.Usersareintroducedinallphasesoftheprocess,in
cludingplanning,creating,andtestingtheseriousgame,inusercentereddesignorpar
ticipatorydesign.Thegoalofthisstudywastoseehowmanypublishedstudiesofserious
gamesthatareintendedtopreventorcuredepressionandanxietyhaveusedthepartici
patorydesignframework.
Study[50]examinedclinicalresearchthatfocusedontheadoptionofseriousgames
inchildrenwithdevelopmentalimpairments.Thebulkofthe145piecesofresearchwas
onautismspectrumdisorder(ASD),andrelatedintellectualimpairments.Arandomized
designwasreportedin30ofthe145investigations.Theauthorsfoundencouragingout
comesintheareasofanxietyreduction,stressmanagement,emotionidentification,and
rehabilitation.Currently,thereisapaucityofclinicalevidencethatseriousgamescanaid
childrenwithneurodevelopmentalissues.
Study[39]studiedseriousgamesforpersonswithmentalillnesses,includingAlz
heimer’s,ADHD,ASD,dementia,MCI,PTSD,andschizophrenia,aswellasthemany
waysutilizedtomakethegamesavailabletotheintendedplayers.Toavoidtheplayer
beingdisoriented,thebasicaimistoreducethequantityofstimulipresentatthesame
time.Reducingstimulishouldbeinherenttothegame(bypresentingaverybasicgame),
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anditshouldbeadjustable(throughamenuofselections),anddynamic(byadjustingthe
quantityofstimuli,orasystemthatadjustsitselfautomatically).
4.7.OtherGames
Study[26]synthesizedandintegratedallpreviousresearchandmaterialongamifi
cationandseriousgames,appraisingthepresentstateoftheartinthearea,andfillinga
gapintheliteratureonthesubject.Themostimportantdeterminantsofintentiontoadopt
ingamificationareattitude,enjoyment,andutility.Themostimportantdeterminantsof
abrand’sattitudetowardgamificationareintent,enjoyment,andutility.Thefindingsen
ableustoproposeatheoreticalmodelthatwillaidfuturegamificationresearch.
Study[52]studiedtheimpactofseveregamesonsignsofmentalillness.Thereview
containedtenpapersthatfulfilledtheinclusioncriteria,whilethemetaanalysiscom
prisedninepiecesofresearch.Theinvestigationswereconductedonpeopleagedfrom7
to80years.Theseriousgamesemployedgoalorientedandcognitivetraininggamesto
addresssymptomsofdepression(2),posttraumaticstressdisorder(2),autisticspectrum
disorder(2),attentiondeficithyperactivitydisorder(1),cognitivefunctioning(2),andal
coholconsumingdisorder(1).Thefindingsshowthatgamingtherapiesmighthelpthose
withdisordersymptoms.Moreresearchissoughttohaveabetterunderstandingofthe
usefulnessofgamesforcertainmentaldiseasesandtheirlongtermimpacts.
Study[67]explainedtheconceptualaspectsofthecurrentresearchonseriousgames
aimingtopromotecognitiveandbehavioraloutcomesinindividualswithchronicdis
eases.Thereviewincludesatotalof38papers.Thepresentlandscapeofseriousgame
researchforhealthfocusingonbehavioralandcognitiveoutcomesinpeoplewithchronic
illnessisdefinedinthisscopingstudy.Awiderangeofpatientdemographicsandpatient
outcomeshavebeenstudied.Tofurtherexplaintheactivecomponentsandprocessesof
seriousgames,researchersthatwanttoimproveuponthepresentstudyshouldincorpo
ratetheoreticalmodelsintotheinterventionandtrialdesignprocess.
5.Findings
5.1.AnswerstoResearchQuestions
RQ1.Whatarethemostcommonhealthconditionsthatseriousgamesandgamifica
tiontechniqueshavebeenusedtoaddress?
Seriousgamesandgamificationtechniqueshavebeenusedtoaddressawiderange
ofhealthconditions.Themostcommonhealthconditionsthathavebeenstudiedinclude
thefollowing:
1. Chronicconditionssuchasdiabetes[21,48],heartdisease,andcancer,whichoften
requirelongtermselfmanagementandlifestylechanges.
2. Mentalhealthconditionssuchasdepression[31,49,52,55]andanxiety[31,50,55],
whichofteninvolveaddressingnegativethoughtsandbehaviors.
3. Physicalrehabilitation,especiallyforpatientswithtraumainjuries[22,42,56]orneu
rologicalconditions[60,65]thataffecttheirmobility.
4. Substanceabuse,especiallyintermsofaddictiontoalcohol[32]anddrugs.
5. Smokingcessation[32].
6. Eatingdisorders[28,33]andobesity[33,34].
7. Geriatriccare,especiallyintermsofpromotinghealthyagingandpreventingcogni
tivedecline(e.g.,duetoAlzheimer’sdisease)[49].
8. Painmanagement,especiallyintermsofchronicpainpatients[56].
9. AsthmaandCOPDmanagement[21,37].
RQ2.Whatarethemostcommongamemechanicsanddesignelementsusedinseri
ousgamesandgamificationforhealth?
Themostcommongamemechanicsanddesignelementsusedinseriousgamesand
gamificationforhealthincludethefollowing:
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1. Points,badges,andleaderboardswhichareusedtoprovidefeedbackonprogress,
andtocreateasenseofcompetitionandaccomplishment[54].
2. Questsandchallengeswhichareusedtocreateasenseofpurpose,andtoprovide
structurefortheplayer’sexperience[28].
3. Storytellingandnarrativeswhichareusedtocreateasenseofimmersion,andto
providecontextandmeaningfortheplayer’sactions[28,54,66].
4. Virtualrewardsandincentiveswhichareusedtomotivateplayerstoengageinde
siredbehaviors,suchasexercisingortakingmedication[28].
5. Personalizationandtailoringwhichareusedtoadaptthegameorgamificationex
periencetothespecificneedsandpreferencesoftheplayer.
6. Socialconnectionsandcollaborationwhichareusedtocreateasenseofcommunity
andtofostersocialsupport[55,66].
7. Feedbackandcoachingwhichareusedtoprovideguidance,information,andfeed
backtohelpplayerstoimprovetheirskillsandknowledge[23,28,66].
8. Virtualrealityandimmersivetechnologieswhichareusedtocreateasenseofim
mersionandtoprovideanengagingexperiencefortheplayers
[24,25,30,44,49,55,57,69].
9. Gamebasedassessmentsandadaptivetestingwhichareusedtoassessplayers’
skills,knowledge,andprogress[44,49].
10. Gamifiedenvironmentsandsettingswhichareusedtocreateasenseofimmersion
andtoprovideanengagingexperiencefortheplayers[54,62].
Notethattheeffectivenessofthesegamemechanicsanddesignelementsfordifferent
healthconditionsandpopulationsmayvaryandmoreresearchisneededtofullyunder
standtheirpotentialandlimitations.
RQ3.Whatistheevidencefortheeffectivenessofseriousgamesandgamificationin
promotingpositivehealthoutcomes?
Theevidencefortheeffectivenessofseriousgamesandgamificationinpromoting
positivehealthoutcomesisstillemerging,butitisgrowing.Studieshaveshownthatse
riousgamesandgamificationtechniquescanbeeffectiveinpromotingpositivehealth
outcomes,suchasimprovedphysicalactivity[62],healthyeating[28],andsmokingces
sation[32],aswellasimprovedmentalhealthoutcomes,suchasreduceddepression[31]
andanxiety[31,55].
Studieshavealsoshownthatseriousgamesandgamificationtechniquescanbeef
fectiveinpromotingmedicationadherence[21],theselfmanagementofchroniccondi
tions[67],andrehabilitationoutcomes[22–25,27,30,35,41,42,56,60,61,65,69].
Notethattheeffectivenessofseriousgamesandgamificationforpromotingpositive
healthoutcomescanvarydependingonthespecifichealthcondition,population,andthe
designofthegameorgamificationintervention.Additionally,itisimportanttonotethat
whilesomestudieshaveshownpositiveresults[29,32,46,48,56,60,69],otherstudieshave
notfoundsignificanteffects[37,66].
Asaresult,moreresearchisneededtofullyunderstandtheunderlyingmechanisms
ofactionofseriousgamesandgamificationinpromotingpositivehealthoutcomes,and
toidentifythespecificgamemechanicsanddesignelementsthataremosteffectivefor
differenthealthconditionsandpopulations.
5.2.Limitations
Thereviewstudy’sselectionprocedureanddataextractionaretwopossiblere
strictions.Evenifasystematicsearchandfurthersearcheswereconducted,itisprobable
thatnotallrelevantmaterialwasdiscovered.Becauseitwasimpossibletoexaminethe
resultslinkedtohealthanddigitalgamesindependently,somematerialhadtobeelimi
nated.Thesechoicesmayhaveresultedinalossofcriticaldata.Therewasconsiderable
overlapbetweenthesystematicreviewsandreviewsthatwereincluded,whichmayhave
hadasignificantimpactonourfindings.
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Finally,themetaanalysisrevealsthatafewpublicationswhichanalyzedthesurvey
papersweredisruptive(i.e.,challengedexistingparadigms,introducednewideasor
methods,orfundamentallychangedthewaywethinkaboutaparticularfield)[79]and
hadasignificantimpactonsubsequentdevelopmentsintheresearchfield.Between2017
and2021,therewerejustafewarticleswithmoderateimpact(approximately100–200
averagecitationsperyearsincepublication).
6.ResearchGaps,Trends,Challenges,andFutureDirections
6.1.ResearchGaps
Thefieldofseriousgamesandgamificationforhealthisarapidlygrowinganddy
namicareaofresearch;however,therearestillseveralresearchgapsthatneedtobead
dressed.Thecurrentresearchgapsinthisfieldinclude:
1. Lackofstandardization[23,25,59]inthedevelopmentandevaluationofserious
gamesandgamificationapplicationsforhealth,makingitdifficulttocompareand
replicatestudiesandleadingtoinconsistentresultsandconclusions.
2. Insufficientunderstandingoftheunderlyingmechanismsofaction[62,67]ofserious
gamesandgamificationinpromotingpositivehealthoutcomes.
3. Limitedunderstandingofhowtoeffectivelyintegrateseriousgamesandgamifica
tionintoexistinghealthcaresystems[47,61,66]andhowtomeasuretheeffectiveness
oftheintegration.
4. Limitedunderstandingofthespecificgamemechanicsanddesignelementsthatare
mosteffectiveforpromotingdifferenthealthbehaviorsandoutcomes
[31,54,56,70,72].
5. Insufficientevaluationandvalidationofseriousgamesandgamificationapplications
forhealth,particularlyintermsofdeterminingtheoptimaldosageanddurationof
treatment[30,65].
6. Limitedresearchonthescalabilityandsustainabilityofseriousgamesandgamifica
tionforhealthandhowtoincreasetheiradoptionbyhealthcareprovidersandpa
tients.Here,scalabilityisunderstoodastheabilityofthegameplatformtosupport
alargenumberofplayers.Sustainabilityisunderstoodastheabilityofthegameto
sustainplayerinterestinhealthybehaviorsandmotivatehim/hertocontinueplaying
[71].
7. Limitedresearchontheeffectivenessofseriousgamesandgamificationforspecific
populationgroups,suchasmarginalizedcommunities[80].
8. Limitedresearchontheethicalandlegalimplicationsofseriousgamesandgamifi
cationforhealth,andthepotentialrisksandbenefitsoftheseinterventions[81,82].
9. Limitedresearchonthecosteffectivenessandeconomicbenefitsofseriousgames
andgamificationforhealth[56].
10. Limitedresearchonthelongtermeffectsofseriousgamesandgamificationon
healthoutcomes[28,35,52,63].
Theseresearchgapshighlighttheneedforfurtherresearchtofullyunderstandthe
potentialandlimitationsofseriousgamesandgamificationforhealthandhowtoeffec
tivelyapplythemindifferentsettingsandfordifferenthealthconditions.
6.2.CurrentResearchChallenges
Thereareseveralcurrentresearchchallengesinthefieldofseriousgamesandgami
ficationforhealth.
Onemajorchallengeisthelackofstandardizationinthefield[23,25,59].Thereare
currentlynowidelyacceptedguidelinesorstandardsforthedevelopmentandevaluation
ofseriousgamesandgamificationapplicationsforhealth.Thismakesitdifficulttocom
pareandreplicatestudies,andcanleadtoinconsistentresultsandconclusions.
Anotherchallengeisthelackofrobustevaluationandvalidationofseriousgames
andgamificationtechniquesforhealth[30,65].Whilethereisagrowingbodyofevidence
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tosuggestthatthesetypesofinterventionscanbeeffective,thereisstillmuchworktobe
doneintermsofunderstandingtheunderlyingmechanismsofaction,identifyingthe
mosteffectivedesignelements,anddeterminingtheoptimaldosageanddurationoftreat
ment.
Additionally,thereisalackofunderstandingofhowseriousgamesandgamification
canbeeffectivelyintegratedintoexistinghealthcaresystemsandhowtomeasuretheef
fectivenessoftheintegration[47,61,66].Moreover,thereisstillalackofunderstandingof
thespecificgamemechanicsanddesignelementsthataremosteffectiveforpromoting
differenthealthbehaviorsandoutcomes.Forexample,someresearchershavefoundthat
certaingamemechanics,suchasrewardsandsocialcomparison,canbeeffectiveinpro
motingphysicalactivity,whileothershavefoundthatothermechanics,suchasstorytell
ingandsimulations,aremoreeffective.
Lastly,seriousgamesandgamificationapplicationsarestillnotwidelyadoptedby
healthcareprovidersandpatients[63].Thereisaneedformoreresearchonhowtoin
creasetheadoptionoftheseinterventionsandhowtoensurethattheyareusedinaway
thatisconsistentwiththebestpracticesinhealthcare.
6.3.CurrentTrendsofResearchinSeriousGamesandGamificationforHealth
Thefieldofseriousgamesandgamificationforhealthisarapidlygrowinganddy
namicareaofresearch.Basedonreviewstudiesanalyzedinthispaper,someofthemain
trendsinthefieldinclude:
1. Anincreasinguseofseriousgamesandgamificationtechniquesforawiderangeof
healthconditions,includingchronicconditionssuchasdiabetes[21,48]orasthma
[21,37,48],aswellasmentalhealthconditionssuchasdepressionandanxiety[31,52].
2. Growingrecognitionofthepotentialofseriousgamesandgamificationtopromote
healthybehaviorsandpreventtheonsetofchronichealthconditions,suchasthrough
promotingphysicalactivity[62,67],healthyeating[28],andsmokingcessation[32].
3. Ashifttowardstheuseofmobileanddigitalplatformsfordeliveringseriousgame
andgamificationinterventions[55],astheseplatformsareincreasinglyaccessible
andconvenientforpatientsandhealthcareproviders.
4. Anincreasinguseofvirtualrealityandotherimmersivetechnologiesinserious
gamesandgamification[24,25,30,43,49,55,57,69],asthesetechnologieshavethepo
tentialtoenhanceengagementandimmersionforplayers.
5. Agrowinguseofmachinelearningandotheradvancedtechnologies[40]toperson
alizeandadaptseriousgamesandgamificationinterventionstothespecificneeds
andpreferencesofindividualplayers.
6. Increasingrecognitionoftheneedforrigorousevaluationandvalidationofserious
gamesandgamificationtechniquesforhealth,tounderstandtheireffectiveness,the
underlyingmechanismsofaction,andtheoptimaldurationoftreatment[55].
7. Agrowingneedformoreresearchtoidentifyandunderstandthemosteffective
gamemechanicsanddesignelementsforpromotinghealthybehaviorsandoutcomes
[31,54,56,70,72].
8. Anincreasingfocusonunderstandinghowseriousgamesandgamificationcanbe
effectivelyintegratedintoexistinghealthcaresystemsandhowtomeasuretheeffec
tivenessoftheintegration[47,61,66].
9. Theemergenceofseriousgamesandgamificationapplicationsinpreventative
healthcare[32,55],withafocusonpromotinghealthybehaviors,preventingillnesses
andchronicconditions,andempoweringpatientswithselfmanagementtools[65].
Thesetrendshighlighttheongoingprogressandthepotentialofthisfieldtomakea
positiveimpactonthehealthofpatientsandcommunities.

Information2023,14,10526of31
6.4.FutureResearchDirections
Thefieldofseriousgamesandgamificationforhealthisarapidlygrowinganddy
namicareaofresearch.Theresultsofthissystematicmetareviewindicatethatthereare
severalpromisingdirectionsforfutureresearchinthisarea.
Oneimportantareaforfutureresearchisthedevelopmentofmoreeffectiveanden
gagingseriousgamesandgamificationapplicationsforawiderangeofhealthconditions.
Thereisagrowingbodyofevidencetosuggestthatthesetypesofinterventionscanbe
highlyeffectiveinpromotingpositivehealthoutcomes,suchasimprovedpatientadher
encetotreatmentregimens,reducedsymptomsofcertainconditions,andincreasedphys
icalactivity[21,35,37,65].However,thereisstillmuchworktobedoneintermsofdevel
opinggamesandgamificationapplicationsthataretailoredtothespecificneedsofdiffer
entpatientpopulationsandthatcanbeeasilyintegratedintoexistinghealthcaresystems.
Anotherimportantareaforfutureresearchistheuseofseriousgamesandgamifica
tiontechniquestopromotehealthybehaviorsandpreventtheonsetofchronichealthcon
ditions[48,67].Forexample,thereisagrowingbodyofevidencetosuggestthatserious
gamesandgamificationcanbeeffectiveinpromotinghealthyeating,physicalactivity,
andsmokingcessation.However,thereisstillmuchworktobedoneintermsofidentify
ingthemosteffectivegamemechanicsanddesignelementsforpromotingthesebehav
iors,aswellasinunderstandinghowtheseinterventionscanbescaleduptoreachlarge
populations.
Additionally,thereisagrowingneedforrigorousevaluationandvalidationofseri
ousgamesandgamificationapplicationsforhealth.Whilemanystudiessuggestthat
thesetypesofinterventionscanbeeffective[48,51],thereisstillmuchworktobedonein
termsofunderstandingtheunderlyingmechanismsofaction,andidentifyingthemost
effectivegamedesignelementsandgamificationtechniques.
Finally,theethicalandprivacyimplicationsofseriousgamesandgamificationfor
healthareanimportantresearchdirection[83,84]thatneedstobeaddressedinthefuture.
Oneethicalimplicationistheprotectionofplayers’privacyandsensitiveinformation[81].
Seriousgamesandgamificationforhealthoftenrequireplayerstoprovidepersonalin
formation,suchashealthdata,anditisimportanttoensurethatthisinformationispro
tectedandusedinaresponsibleandtransparentmanner[82].Anotherethicalimplication
isthepotentialmanipulationofplayers’behaviorusinggamemechanicsanddesignele
ments.Itisimportanttoensurethattheseinterventionsaredesignedtopromotepositive
healthoutcomesratherthantoexploitplayersforcommercialorotherpurposes.Related
issuestobeaddressedareinformedconsentandtherighttoautonomy.Playersshouldbe
fullyinformedaboutthepotentialrisksandbenefitsoftheintervention,andshouldhave
thefreedomtochoosewhetherornottoparticipate.Furthermore,thereareimplications
relatedtotheaccessibility[39],inclusivedesign,andculturalappropriatenessofserious
gamesandgamificationforhealth.Itisimportanttoensurethattheseinterventionsare
accessibletoawiderangeofplayers,includingthosewithdisabilities,andthattheyare
culturallyappropriatefordifferentpopulationgroups,includingthemarginalizedcom
munities.
7.Conclusions
Thissystematicmetareviewaimedtoanalyzeandextractthecurrentstateandthe
prevailingtrendsofthefieldofseriousgamesandgamification(SGG)forhealthbyana
lyzingandsummarizing53surveypapersonthetopic.ThereviewfollowedthePRISMA
guidelinesandusedconstructiveandcrosssectionalmethodstoanalyzeandpresentthe
results.Thisreviewstudyhasfoundthatseriousgamesandgamificationtechniqueshave
beenusedtoaddressawiderangeofhealthconditions,includingchronicconditions,
mentalhealth,physicalrehabilitation,substanceabuse,smokingcessation,eatingdisor
dersandobesity,geriatriccare,painmanagement,asthmamanagement,andpreventive
care.Themostcommongamemechanicsanddesignelementsusedinseriousgamesand
Information2023,14,10527of31
gamificationforhealthincludepoints,badges,leaderboards,questsandchallenges,sto
rytellingandnarratives,virtualrewardsandincentives,personalizationandtailoring,so
cialconnectionsandcollaboration,feedbackandcoaching,virtualrealityandimmersive
technologies,gamebasedassessmentsandadaptivetesting,andgamifiedenvironments
andsettings.
Thereviewhasalsofoundthatthereisevidencetosuggestthatseriousgamesand
gamificationcanbeeffectiveinpromotingpositivehealthoutcomes;however,morere
searchisneededtofullyunderstandtheirpotentialandlimitations,aswellasthespecific
gamemechanicsanddesignelementsthataremosteffectivefordifferenthealthcondi
tionsandpopulations.Additionally,thereviewrevealedthatthereareethicalandlegal
implicationsrelatedtoseriousgamesandgamificationforhealthsuchasplayers’privacy,
themanipulationofbehavior,compliancewithregulations,informedconsent,accessibil
ity,inclusivedesign,andculturalappropriateness.
Thereareseveralcurrentresearchchallengesinthefieldofseriousgamesandgami
ficationforhealth,includingthelackofstandardization,lackofrobustevaluationand
validation,lackofunderstandingofhowtointegratetheseinterventionsintoexisting
healthcaresystems,lackofunderstandingofthespecificgamemechanicsanddesignele
mentsthataremosteffectiveforpromotingdifferenthealthbehaviorsandoutcomes,and
lackofadoptionbyhealthcareprovidersandpatients.
Inconclusion,thefieldofseriousgamesandgamificationforhealthisarapidly
growinganddynamicareaofresearchwithalotofpromise.Thereareanumberofexcit
ingdirectionsforfutureresearch,includingthedevelopmentofmoreeffectiveanden
gagingseriousgamesandgamificationapplicationsforawiderangeofhealthconditions,
theuseofthesetechniquestopromotehealthybehaviorsandpreventtheonsetofchronic
healthconditions,andtherigorousevaluationandvalidationoftheseinterventions.
However,itisimportanttonotethatthefieldofseriousgamesandgamificationfor
healthisstillarelativelynewresearcharea,andfurtherresearchisneededtofullyunder
standtheirpotentialandlimitationsinhealthcarerelatedapplications.
AuthorContributions:Conceptualization,R.D.;methodology,R.D.;validation,R.D.,R.M.,and
T.B.;formalanalysis,R.D.,R.M.,andT.B.;investigation,R.D.,R.M.,andT.B.;resources,R.D.;data
curation,R.D.;visualization,R.D.andR.M.;supervision,R.D.;fundingacquisition,R.D.Allauthors
havereadandagreedtothepublishedversionofthemanuscript.
Funding:Thisresearchreceivednoexternalfunding.
DataAvailabilityStatement:Notapplicable.
ConflictsofInterest:Theauthorsdeclarenoconflictsofinterest.
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... Issues such as cheating, privacy concerns and loss of user interest persist, which can undermine the effectiveness of gamified interventions [21]. Recent trends in gamification indicate a shift towards mobile platforms, virtual reality and the integration of machine learning to create more personalized and effective health interventions [22]. Research gaps remain a significant barrier to the full potential of gamification in healthcare, including a lack of standardization in frameworks and guidelines, limited understanding of the underlying mechanisms that drive behaviour change and insufficient knowledge about the long-term effects and scalability of gamified interventions [22]. ...
... Recent trends in gamification indicate a shift towards mobile platforms, virtual reality and the integration of machine learning to create more personalized and effective health interventions [22]. Research gaps remain a significant barrier to the full potential of gamification in healthcare, including a lack of standardization in frameworks and guidelines, limited understanding of the underlying mechanisms that drive behaviour change and insufficient knowledge about the long-term effects and scalability of gamified interventions [22]. To effectively implement gamification in health interventions, healthcare providers must consider the concept's attributes and influencing factors to ensure the appropriate and effective use of game elements [19]. ...
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The integration of gamification into healthcare has garnered significant attention for its potential to enhance psychological rehabilitation, particularly among patients managing chronic diseases. Such patients often face long-term treatment challenges, including reduced motivation, anxiety and social isolation. Despite the promise of gamified interventions, existing frameworks often lack standardization and fail to address the diverse needs of patients. This research focuses on enhancing the Wheel of Sukr framework to better support psychological rehabilitation for chronic disease patients. Using the Octalysis model as a foundation, the study evaluated the Wheel of Sukr, identifying gaps and introducing new elements such as "Reminder" and "Unpredictability" to bolster patient engagement and motivation. The enhanced framework was validated through expert review involving psychiatrists, psychologists and developers, ensuring its applicability in clinical settings. Key findings highlight the framework's improved capacity to sustain motivation and foster self-management by leveraging both intrinsic and extrinsic motivational strategies. However, the importance of balancing user engagement with the psychological well-being of patients was emphasized, particularly in refining features like reminders to avoid overwhelming users. This study contributes a refined gamification framework tailored to psychological rehabilitation in chronic disease management, emphasizing personalization, engagement and long-term sustainability. The findings underscore the potential of gamified healthcare interventions to empower patients, improve therapy adherence and promote overall well-being. Future work will focus on integrating therapeutic techniques, expanding healthcare system compatibility and validating the framework with broader patient populations.
... Patients may find themselves more motivated to engage in health-related activities, such as medication adherence and tracking symptoms while gaining autonomy and accountability over their health outcomes. 36 Additionally, gamification has been shown to improve individuals' retention and application of information. 37 The effectiveness of gamification is influenced by its psychological context; therefore, it is essential for researchers to familiarise themselves with the informal and personal contexts of participants to design suitable gamification strategies. ...
... 39 However, empirical evidence regarding the effectiveness of gamification is conflicting. A systematic review suggests that gamification may be ineffective, 36 while a separate meta-analysis indicates that gamification interventions can effectively change health behaviours and outperform other behaviour change methods. 40 Given the current limited knowledge about family-centred gamification in patients with MS, conducting only quantitative research is insufficient for a deep understanding of the phenomenon. ...
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Introduction Multiple sclerosis (MS) is a chronic disease of the central nervous system that impacts millions worldwide, including individuals in Iran. It primarily affects young people, leading to biopsychosocial challenges with unpredictable symptoms. Self-management is crucial but challenging due to the lack of definitive treatment. New approaches, such as mHealth interventions, particularly gamification, aim to engage patients more effectively. Well-designed gamification may positively impact health behaviours and enhance collaborative care. However, its implementation in the field of MS in Iran is currently limited. So far, some mobile applications have been designed that do not incorporate gamification principles and only focus on one issue. These applications also fail to consider the family caregivers' understanding of the patient’s condition. Therefore, this study aims to investigate the impact of family-oriented gamification on the self-management of Iranian patients with MS. Methods and analysis We propose a mixed-methods study with an exploratory sequential design consisting of a qualitative phase, gamification development and a dual-centre, prospective, single-blinded, parallel-group randomised controlled superiority trial. In the qualitative phase, data will be collected through purposive sampling via semistructured interviews with patients until data saturation is reached. Concurrently, the data will be analysed using conventional content analysis to provide insights into the patients’ self-management challenges. Next, web-based and card gamification will be developed for patients and their families based on the findings of the qualitative phase. Ultimately, the effectiveness of these interventions will be evaluated through a randomised controlled trial. The preliminary literature suggests an initial sample size of 25–30 participants per group for this phase. After enrolling approximately 10 participants, the exact sample size will be recalibrated using G-Power software based on data analysis. Participants will then be randomly assigned to either the intervention or control group in a 1:1 ratio. Allocation concealment will be ensured using mixed block sizes of 2 and 4. The primary outcome, self-management, and the secondary outcome, self-efficacy, will be assessed both before and immediately after the intervention. Furthermore, the usability of the two gamification strategies will be evaluated following the intervention. Ethics and dissemination This study is part of a doctoral thesis approved by the Tehran University of Medical Sciences Research Ethics Board (IR.TUMS.FNM.REC.1401.185, 23 February 2023). Dissemination of findings will occur at the local, national and international levels. Trial registration number IRCT20240116060708N1.
... This customized approach may improve educational outcomes and reduce abandon rates, as students are more likely to engage with material that aligns with their current understanding and learning pace. In healthcare gamification and serious games have produced varied outcomes, [33], [34]. For instance, AI-generated health can be customized to align with an individual's fitness level, such as proposing a walking experience for beginners and experienced runners. ...
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In this work, a thorough mathematical framework for incorporating Large Language Models (LLMs) into gamified systems is presented with an emphasis on improving task dynamics increasing user engagement, and improving reward systems. Personalized feedback adaptive learning and dynamic content creation are all made possible by the integration of LLMs and are crucial for improving user engagement and system performance. A simulated environment is used to test the framework's adaptability and demonstrate its potential for real-world applications in a variety of industries including business healthcare and education. The findings demonstrate how LLMs can offer customized experiences that raise system effectiveness and user retention. This study also examines the difficulties this framework aims to solve highlighting its importance in maximizing involvement and encouraging sustained behavioral change in a range of sectors.
Chapter
This chapter examines how gamification enhances digital health apps by integrating game design elements to drive and sustain behavioral change. It highlights how mechanics like points and badges improve user engagement and adherence to health interventions, aligning with Healthcare 6.0 focus on patient-centered care. Key topics include the evolution of gamification, foundational psychological theories, and the connection between gamification, design thinking, and user-centric design. The chapter covers core and advanced design elements, future trends, challenges, and strategies for effective gamified interventions. It outlines metrics for evaluating effectiveness and provides insights from case studies of successful gamified health apps, offering best practices for sustaining engagement and adherence while reflecting on future advancements in the field.
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In this work, a thorough mathematical framework for incorporating Large Language Models (LLMs) into gamified systems is presented with an emphasis on improving task dynamics, user engagement, and reward systems. Personalized feedback, adaptive learning, and dynamic content creation are all made possible by integrating LLMs and are crucial for improving user engagement and system performance. A simulated environment tests the framework's adaptability and demonstrates its potential for real-world applications in various industries, including business, healthcare, and education. The findings demonstrate how LLMs can offer customized experiences that raise system effectiveness and user retention. This study also examines the difficulties this framework aims to solve, highlighting its importance in maximizing involvement and encouraging sustained behavioral change in a range of sectors.
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The integration of artificial intelligence (AI) into educational serious games is transforming learning and skill development by providing personalized learning paths, enhancing engagement, and delivering real-time feedback. These innovations are especially impactful in fields like healthcare, vocational training, and academia, where adaptive environments can be tailored to individual needs. However, the implementation of AI also presents challenges, such as ethical concerns, data privacy, and accessibility. This chapter explores how AI-driven technologies enhance educational serious games, focusing on their implications for revolutionizing learning experiences and shaping students' AI skills. It examines the innovations AI brings to game design and the broader impact on educational gaming, addressing both opportunities and challenges.
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Theories of scientific and technological change view discovery and invention as endogenous processes1,2, wherein previous accumulated knowledge enables future progress by allowing researchers to, in Newton’s words, ‘stand on the shoulders of giants’3, 4, 5, 6–7. Recent decades have witnessed exponential growth in the volume of new scientific and technological knowledge, thereby creating conditions that should be ripe for major advances8,9. Yet contrary to this view, studies suggest that progress is slowing in several major fields10,11. Here, we analyse these claims at scale across six decades, using data on 45 million papers and 3.9 million patents from six large-scale datasets, together with a new quantitative metric—the CD index¹²—that characterizes how papers and patents change networks of citations in science and technology. We find that papers and patents are increasingly less likely to break with the past in ways that push science and technology in new directions. This pattern holds universally across fields and is robust across multiple different citation- and text-based metrics1,13, 14, 15, 16–17. Subsequently, we link this decline in disruptiveness to a narrowing in the use of previous knowledge, allowing us to reconcile the patterns we observe with the ‘shoulders of giants’ view. We find that the observed declines are unlikely to be driven by changes in the quality of published science, citation practices or field-specific factors. Overall, our results suggest that slowing rates of disruption may reflect a fundamental shift in the nature of science and technology.
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The application of digital games in higher education is on the rise in engineering. With the recent COVID-19 restrictions and the move to virtual learning, the interest in and the need for virtual laboratories and technology-enhanced experiential learning tools like digital games are expected to rise. This paper presents a review of the current practices in digital game-based learning for engineering education. Most importantly, it provides insight into the application of digital game- based learning across diverse engineering disciplines. It also provides researchers and practitioners with insights into relevant journals and conferences, available games, research designs and assessment methods being used in digital game-based learning in the context of engineering. Based on predefined inclusion criteria, a total of 51 articles published within the last decade were analysed in detail. Software engineering education was found to evaluate the educational use of games most extensively. Eighteen empirical studies also reported some learning gains with digital games using different assessment methods. The findings of this review indicate increase in the dissemination of games research and possibly in the use of games for engineering education. This paper closes by highlighting future trends in digital game-based learning for engineering education.
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Background Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. Objective This review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation of these tools to obtain trends, strengths, and weaknesses for future research lines. Methods The identification of the serious games through a literature search was conducted on the databases PubMed, Scopus, Wiley, Taylor and Francis, Springer, PsycINFO, PsycArticles, Web of Science, and Science Direct. The identified records were screened to include only the manuscripts meeting these criteria: a serious game for PC, smartphone, or virtual reality; developed by research teams; targeting only depression or anxiety or both; aiming specifically at children or adolescents. Results A total of 34 studies have been found that developed serious games for PC, smartphone, and virtual reality devices and tested them in children and adolescents. Most of the games address both conditions and are applied in prevention and therapy. Nevertheless, there is a trend that anxiety is targeted more in childhood and depression targeted more in adolescence. Regarding design, the game genres arcade minigames, adventure worlds, and social simulations are used, in this order. For implementation, these serious games usually require sessions of 1 hour and are most often played using a PC. Moreover, the common evaluation tools are normalized questionnaires that measure acquisition of skills or reduction of symptoms. Most studies collect and compare these data before and after the participants play. Conclusions The results show that more awareness and detection games are needed, as well as games that mix the awareness, prevention, detection, and therapy applications. In addition, games for depression and anxiety should equally target all age ranges. For future research, the development and evaluation of serious games should be standardized, so the implementation of serious games as tools would advance. The games should always offer support while playing, in addition to collecting data on participant behavior during the game to better analyze their learning. Furthermore, there is an open line regarding the use of virtual reality for these games due to the capabilities offered by this technology.
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Background Serious games are a support in the rehabilitation process for treating people with physical disabilities. However, many of these serious games are not adapted to the patient’s needs because they are not developed with a software engineering framework with a set of activities, actions, and tasks that must be executed when creating a software product. Better serious games for rehabilitation will be developed if the patient and therapist requirements are identified, the development is planned, and system improvements and feedback are involved. The goal is that the serious game must offer a more attractive environment, while maintaining patient interest in the rehabilitation process. Objective This paper submits the results of a systematic review of serious games in physical rehabilitation identifying the benefits of using a software engineering framework. Methods A systematic research was conducted using PubMed, PEDro (Physiotherapy Evidence Database), IEEE Xplore, ScienceDirect, ACM Digital Library, Mary Ann Liebert, Taylor & Francis Online, Wiley Online Library, and Springer databases. The initial search resulted in 701 papers. After assessing the results according to the inclusion criteria, 83 papers were selected for this study. Results From the 83 papers reviewed, 8 used a software engineering framework for its development. Most of them focused their efforts on 1 or more aspects, such as data acquisition and processing, game levels, motivation, therapist supervision. Conclusions This systematic review proves that most of the serious games do not use a software engineering framework for their development. As a result, development systems overlook several aspects and do not have a standardized process, eventually omitting important implementation aspects, which impact the patient’s recovery time.
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The use of game-like elements is become increasingly popular in the context of fitness and health apps. While such “gamified” apps hold great potential in motivating people to improve their health, they also come with a “darker side”. Recent work suggests that these gamified health apps raise a number of ethical challenges that, if left unaddressed, are not only morally problematic but also have adverse effects on user health and engagement with the apps. However, studies highlighting the ethical challenges of gamification have also met with criticism, indicating that they fall short of providing guidance to practitioners. In avoiding this mistake, this paper seeks to advance the goal of facilitating a practice-relevant guide for designers of gamified health apps to address ethical issues raised by use of such apps. More specifically, the paper seeks to achieve two major aims: (a) to propose a revised practice-relevant theoretical framework that outlines the responsibilities of the designers of gamified health apps, and (b) to provide a landscape of the various ethical issues related to gamified health apps based on a systematic literature review of the empirical literature investigating adverse effects of such apps.
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Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training.
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Background: In health care, the use of game-based interventions to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevalent types of game-based interventions in health care research are gamification and serious games. Various researchers have discussed substantial conceptual differences between these 2 concepts, supported by empirical studies showing differences in the effects on specific health behaviors. However, researchers also frequently report cases in which terms related to these 2 concepts are used ambiguously or even interchangeably. It remains unclear to what extent existing health care research explicitly distinguishes between gamification and serious games and whether it draws on existing conceptual considerations to do so. Objective: This study aims to address this lack of knowledge by capturing the current state of conceptualizations of gamification and serious games in health care research. Furthermore, we aim to provide tools for researchers to disambiguate the reporting of game-based interventions. Methods: We used a 2-step research approach. First, we conducted a systematic literature review of 206 studies, published in the Journal of Medical Internet Research and its sister journals, containing terms related to gamification, serious games, or both. We analyzed their conceptualizations of gamification and serious games, as well as the distinctions between the two concepts. Second, based on the literature review findings, we developed a set of guidelines for researchers reporting on game-based interventions and evaluated them with a group of 9 experts from the field. Results: Our results show that less than half of the concept mentions are accompanied by an explicit definition. To distinguish between the 2 concepts, we identified four common approaches: implicit distinction, synonymous use of terms, serious games as a type of gamified system, and distinction based on the full game dimension. Our Game-Based Intervention Reporting Guidelines (GAMING) consist of 25 items grouped into four topics: conceptual focus, contribution, mindfulness about related concepts, and individual concept definitions. Conclusions: Conceptualizations of gamification and serious games in health care literature are strongly heterogeneous, leading to conceptual ambiguity. Following the GAMING can support authors in rigorous reporting on study results of game-based interventions.
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Background Approximately two thirds of stroke survivors maintain upper limb (UL) impairments and few among them attain complete UL recovery 6 months after stroke. Technological progress and gamification of interventions aim for better outcomes and constitute opportunities in self- and tele-rehabilitation. Objectives Our objective was to assess the efficacy of serious games, implemented on diverse technological systems, targeting UL recovery after stroke. In addition, we investigated whether adherence to neurorehabilitation principles influenced efficacy of games specifically designed for rehabilitation, regardless of the device used. Method This systematic review was conducted according to PRISMA guidelines (PROSPERO registration number: 156589). Two independent reviewers searched PubMed, EMBASE, SCOPUS and Cochrane Central Register of Controlled Trials for eligible randomized controlled trials (PEDro score ≥ 5). Meta-analysis, using a random effects model, was performed to compare effects of interventions using serious games, to conventional treatment, for UL rehabilitation in adult stroke patients. In addition, we conducted subgroup analysis, according to adherence of included studies to a consolidated set of 11 neurorehabilitation principles. Results Meta-analysis of 42 trials, including 1760 participants, showed better improvements in favor of interventions using serious games when compared to conventional therapies, regarding UL function (SMD = 0.47; 95% CI = 0.24 to 0.70; P < 0.0001), activity (SMD = 0.25; 95% CI = 0.05 to 0.46; P = 0.02) and participation (SMD = 0.66; 95% CI = 0.29 to 1.03; P = 0.0005). Additionally, long term effect retention was observed for UL function (SMD = 0.42; 95% CI = 0.05 to 0.79; P = 0.03). Interventions using serious games that complied with at least 8 neurorehabilitation principles showed better overall effects. Although heterogeneity levels remained moderate, results were little affected by changes in methods or outliers indicating robustness. Conclusion This meta-analysis showed that rehabilitation through serious games, targeting UL recovery after stroke, leads to better improvements, compared to conventional treatment, in three ICF-WHO components. Irrespective of the technological device used, higher adherence to a consolidated set of neurorehabilitation principles enhances efficacy of serious games. Future development of stroke-specific rehabilitation interventions should further take into consideration the consolidated set of neurorehabilitation principles.
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Background: Serious video games have now been used and assessed in clinical protocols, with several studies reporting patient improvement and engagement with this type of therapy. Even though some literature reviews have approached this topic from a game perspective and presented a broad overview of the types of video games that have been used in this context, there is still a need to better understand how different game characteristics and development strategies might impact and relate to clinical outcomes. Objective: This review assessed the relationship between the characteristics of serious games (SGs) and their relationship with the clinical outcomes of studies that use this type of therapy in motor impairment rehabilitation of patients with stroke, multiple sclerosis, or cerebral palsy. The purpose was to take a closer look at video game design features described in the literature (game genre [GG], game nature [GN], and game development strategy [GDS]) and assess how they may contribute toward improving health outcomes. Additionally, this review attempted to bring together medical and game development perspectives to facilitate communication between clinicians and game developers, therefore easing the process of choosing the video games to be used for physical rehabilitation. Methods: We analyzed the main features of SG design to obtain significant clinical outcomes when applied to physical rehabilitation of patients recovering from motor impairments resulting from stroke, multiple sclerosis, and cerebral palsy. We implemented a PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) database-adjusted electronic search strategy for the PubMed, IEEE Xplore, and Cochrane databases. Results: We screened 623 related papers from 2010-2021 and identified 12 that presented results compatible with our inclusion criteria. A total of 512 participants with stroke (8 studies, 417 participants), cerebral palsy (1 study, 8 participants), and multiple sclerosis (2 studies, 46 participants) were included; 1 study targeting the elderly (41 participants) was also included. All studies assessed motor, sensory, and functional functions, while some also measured general health outcomes. Interventions with games were used for upper-limb motor rehabilitation. Of the 12 studies, 8 presented significant improvements in at least one clinical measurement, of which 6 presented games from the casual GG, 1 combined the casual, simulation, and exergaming GGs, and 2 combined the sports and simulation GGs. Conclusions: Of the possible combinations of game design features (GG, GN, and GDS) described, custom-made casual games that resort to the first-person perspective, do not feature a visible player character, are played in single-player mode, and use nonimmersive virtual reality attain the best results in terms of positive clinical outcomes. In addition, the use of custom-made games versus commercial off-the-shelf games tends to give better clinical results, although the latter are perceived as more motivating and engaging.
Article
PurposeThis study consists of a systematic review that aims to identify and evaluate the scenario of the use of serious games in the rehabilitation of individuals with Parkinson’s disease.Methods Web searches were conducted on Web of Science, Scopus, PubMed, Bireme, ScienceDirect, IEEE Digital Library, ACM Digital Library, and Google Scholar databases, using the keywords “serious game” and “Parkinson”. The following variables were evaluated: type of game, interface, device, protocol used for rehabilitation, method used for assessing the effectiveness of the game, symptoms treated, and application in real patients. A total of 169 studies were identified and 38 were selected.ResultsThe majority of studies propose the development of exergames, used virtual reality as the interface technology, used Leap Motion and Microsoft Kinect to capture body movements, included a doctor or therapist to accompany the serious games development, used more than one tool to evaluate the game and patient outcomes, treated bradykinesia and gait impairments, and took into account experiments with patients.Conclusion The results suggest that it is important that the solutions developed have high methodological rigor and that they extend the instrument to a clinical practice. Serious games for individuals with Parkinson’s disease must be customizable, simple, and smart.Graphical abstract