Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review.
game-based learning
health education
health games
serious games
Journal
JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255
Informations de publication
Date de publication:
05 Mar 2020
05 Mar 2020
Historique:
received:
22
01
2019
accepted:
12
12
2019
revised:
07
09
2019
entrez:
6
3
2020
pubmed:
7
3
2020
medline:
7
3
2020
Statut:
epublish
Résumé
Serious educational games have shown effectiveness in improving various health outcomes. Previous reviews of health education games have focused on specific diseases, certain medical subjects, fixed target groups, or limited outcomes of interest. Given the recent surge in health game studies, a scoping review of health education games is needed to provide an updated overview of various aspects of such serious games. This study aimed to conduct a scoping review of the design and evaluation of serious educational games for health targeting health care providers, patients, and public (health) users. We identified 2313 studies using a unique combination of keywords in the PubMed and ScienceDirect databases. A total of 161 studies were included in this review after removing duplicates (n=55) and excluding studies not meeting our inclusion criteria (1917 based on title and abstract and 180 after reviewing the full text). The results were stratified based on games targeting health care providers, patients, and public users. Most health education games were developed and evaluated in America (82/161, 50.9%) and Europe (64/161, 39.8%), with a considerable number of studies published after 2012. We discovered 58.4% (94/161) of studies aiming to improve knowledge learning and 41.6% (67/161) to enhance skill development. The studies targeted various categories of end users: health care providers (42/161, 26.1%), patients (38/161, 23.6%), public users (75/161, 46.6%), and a mix of users (6/161, 3.7%). Among games targeting patients, only 13% (6/44) targeted a specific disease, whereas a growing majority targeted lifestyle behaviors, social interactions, cognition, and generic health issues (eg, safety and nutrition). Among 101 studies reporting gameplay specifications, the most common gameplay duration was 30 to 45 min. Of the 61 studies reporting game repetition, only 14% (9/61) of the games allowed the users to play the game with unlimited repetitions. From 32 studies that measured follow-up duration after the game intervention, only 1 study reported a 2-year postintervention follow-up. More than 57.7% (93/161) of the games did not have a multidisciplinary team to design, develop, or assess the game. Serious games are increasingly used for health education targeting a variety of end users. This study offers an updated scoping review of the studies assessing the value of serious games in improving health education. The results showed a promising trend in diversifying the application of health education games that go beyond a specific medical condition. However, our findings indicate the need for health education game development and adoption in developing countries and the need to focus on multidisciplinary teamwork in designing effective health education games. Furthermore, future health games should expand the duration and repetition of games and increase the length of the follow-up assessments to provide evidence on long-term effectiveness.
Sections du résumé
BACKGROUND
BACKGROUND
Serious educational games have shown effectiveness in improving various health outcomes. Previous reviews of health education games have focused on specific diseases, certain medical subjects, fixed target groups, or limited outcomes of interest. Given the recent surge in health game studies, a scoping review of health education games is needed to provide an updated overview of various aspects of such serious games.
OBJECTIVE
OBJECTIVE
This study aimed to conduct a scoping review of the design and evaluation of serious educational games for health targeting health care providers, patients, and public (health) users.
METHODS
METHODS
We identified 2313 studies using a unique combination of keywords in the PubMed and ScienceDirect databases. A total of 161 studies were included in this review after removing duplicates (n=55) and excluding studies not meeting our inclusion criteria (1917 based on title and abstract and 180 after reviewing the full text). The results were stratified based on games targeting health care providers, patients, and public users.
RESULTS
RESULTS
Most health education games were developed and evaluated in America (82/161, 50.9%) and Europe (64/161, 39.8%), with a considerable number of studies published after 2012. We discovered 58.4% (94/161) of studies aiming to improve knowledge learning and 41.6% (67/161) to enhance skill development. The studies targeted various categories of end users: health care providers (42/161, 26.1%), patients (38/161, 23.6%), public users (75/161, 46.6%), and a mix of users (6/161, 3.7%). Among games targeting patients, only 13% (6/44) targeted a specific disease, whereas a growing majority targeted lifestyle behaviors, social interactions, cognition, and generic health issues (eg, safety and nutrition). Among 101 studies reporting gameplay specifications, the most common gameplay duration was 30 to 45 min. Of the 61 studies reporting game repetition, only 14% (9/61) of the games allowed the users to play the game with unlimited repetitions. From 32 studies that measured follow-up duration after the game intervention, only 1 study reported a 2-year postintervention follow-up. More than 57.7% (93/161) of the games did not have a multidisciplinary team to design, develop, or assess the game.
CONCLUSIONS
CONCLUSIONS
Serious games are increasingly used for health education targeting a variety of end users. This study offers an updated scoping review of the studies assessing the value of serious games in improving health education. The results showed a promising trend in diversifying the application of health education games that go beyond a specific medical condition. However, our findings indicate the need for health education game development and adoption in developing countries and the need to focus on multidisciplinary teamwork in designing effective health education games. Furthermore, future health games should expand the duration and repetition of games and increase the length of the follow-up assessments to provide evidence on long-term effectiveness.
Identifiants
pubmed: 32134391
pii: v8i1e13459
doi: 10.2196/13459
pmc: PMC7082739
doi:
Types de publication
Journal Article
Review
Langues
eng
Pagination
e13459Informations de copyright
©Nahid Sharifzadeh, Hadi Kharrazi, Elham Nazari, Hamed Tabesh, Maryam Edalati Khodabandeh, Somayeh Heidari, Mahmood Tara. Originally published in JMIR Serious Games (http://games.jmir.org), 05.03.2020.
Références
Rev Lat Am Enfermagem. 2018 Sep 03;26:e3036
pubmed: 30183872
Ann Intern Med. 2009 Aug 18;151(4):264-9, W64
pubmed: 19622511
Int J Psychiatr Nurs Res. 2007 May;12(3):1497-502
pubmed: 17682590
JMIR Ment Health. 2017 Aug 04;4(3):e31
pubmed: 28778839
Med Teach. 2010 Jan;32(1):16-27
pubmed: 20095770
J Med Internet Res. 2017 Mar 09;19(3):e72
pubmed: 28279950
Eur J Dent Educ. 2018 Nov;22(4):243-257
pubmed: 29573165
Games Health J. 2015 Oct;4(5):352-61
pubmed: 26287926
Malar J. 2018 Nov 13;17(1):422
pubmed: 30424788
J Am Med Inform Assoc. 2017 Jan;24(1):2-12
pubmed: 27018264
Games Health J. 2012 Apr 18;1(2):
pubmed: 24416638
EGEMS (Wash DC). 2014 Oct 30;2(3):1117
pubmed: 25848627
J Orthod. 2002 Jun;29(2):153
pubmed: 28569098
Hum Factors. 2016 Dec;58(8):1217-1247
pubmed: 27647156
Nurse Educ Today. 2017 Aug;55:38-44
pubmed: 28521248
Int J Med Inform. 2017 Nov;107:76-87
pubmed: 29029695
J Med Syst. 2017 Sep;41(9):138
pubmed: 28762209
Med Educ Online. 2018 Dec;23(1):1438718
pubmed: 29457760
Games Health J. 2015 Apr;4(2):78-90
pubmed: 26181801
Games Health J. 2018 Oct;7(5):291-301
pubmed: 29957082
BMC Med Educ. 2010 Jun 24;10:50
pubmed: 20576125
Games Health J. 2018 Feb;7(1):1-15
pubmed: 29293368
Games Health J. 2017 Aug;6(4):187-199
pubmed: 28661706
Am J Prev Med. 2012 Jun;42(6):630-8
pubmed: 22608382
AMIA Annu Symp Proc. 2009 Nov 14;2009:322-6
pubmed: 20351873
Pediatr Allergy Immunol. 2017 May;28(3):257-265
pubmed: 27992659
Br J Surg. 2012 Oct;99(10):1322-30
pubmed: 22961509
Yearb Med Inform. 2018 Aug;27(1):199-206
pubmed: 30157524
Games Health J. 2013 Jun;2(3):131-141
pubmed: 24353906
J Am Med Inform Assoc. 2016 Jan;23(1):230-9
pubmed: 26186934
Int J Med Inform. 2016 Oct;94:39-48
pubmed: 27573310
J Adv Nurs. 2009 Feb;65(2):259-69
pubmed: 19032512
Surg Endosc. 2017 Oct;31(10):4093-4101
pubmed: 28281117