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: 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: 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: 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: 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.
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http://dx.doi.org/10.2196/13459 | DOI Listing |
Public Health Nutr
January 2025
Department of Nutrition and Food Studies, Steinhardt School of Culture, Education, and Human Development, New York University, 411 Lafayette St, 5th floor, New York, NY 10003.
Objective: The Supplemental Nutrition Assistance Program (SNAP) Online Purchasing Pilot (OPP) authorized the use of SNAP benefits online in Maryland in May 2020. We assessed shopping behavior and intentions associated with uptake and intended future use of online grocery shopping during and after COVID-19 among SNAP-eligible households.
Design: In this mixed-methods study, participants completed a survey on online grocery shopping, and a purposefully sampled subset participated in focus groups or in-depth interviews between November 2020 and March 2021.
Public Health Nutr
January 2025
Queensland Brain Institute, The University of Queensland, 79 Upland Road, St Lucia, QLD Australia 4067.
Objective: Early education and care (ECEC) is part of the everyday life of most children in developed economies presenting exceptional opportunity to support nutrition and ongoing food preferences. Yet, the degree to which such opportunity is captured in policy-driven assessment and quality ratings of ECEC services is unknown.
Design: Abductive thematic analysis was conducted, guided by key domains of knowledge in nutrition literature and examining identified themes within these domains.
Public Health Nutr
January 2025
Department of Theology and Religious Education, De La Salle University, 2401 Taft Avenue, 1004 Manila, Philippines,
Otolaryngol Head Neck Surg
January 2025
Department of Otolaryngology-Head and Neck Surgery, McGill University Health Center, Montreal, Quebec, Canada.
Objective: Information technologies may enhance our traditional perioperative teaching by providing more comprehensive information beyond the clinical visit. This quality improvement study aims to assess whether the implementation of an animated surgical video improves caregiver satisfaction for children undergoing adenotonsillectomy.
Study Design: Prospective, single-blinded randomized-controlled trial was conducted between March 1 and October 1, 2023.
Public Health Nutr
January 2025
Department of Health, Behavior and Society, Johns Hopkins Bloomberg School of Public Health.
Objective: The Baby-Friendly Hospital Initiative (BFHI) designation is known to increase breastfeeding rates in the U.S. However, less is known about barriers and facilitators to breastfeeding support practices in BFHI hospitals, and how they differ from non-BFHI hospitals.
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