What is it about?

Serious games are a type of game designed for a specific purpose, such as education, training, or health promotion, instead of just entertainment. They aim to make learning or behavior change fun and effective. There are many reviews on the development and application of serious games and gamification, which is the use of game elements in non-game contexts. This study is a meta-review, which looks at 53 of these reviews to analyze and summarize the current state and trends in serious games and gamification. The study found that serious games and gamification are increasingly being used for a variety of health conditions and are shifting towards mobile and digital platforms, virtual reality, and machine learning to personalize interventions. However, there are gaps in research on standardization, underlying mechanisms of action, integration into healthcare systems, game mechanics, and long-term effects. This study serves as a reference for those interested in serious games and gamification, and highlights the need for further research in this field to fully understand their potential and limitations for health promotion.

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Why is it important?

This study is important because serious games and gamification have become increasingly popular for promoting health and learning. They can make education and behavior change more enjoyable and effective, but there are gaps in research on their standardization, effectiveness, and long-term effects. This meta-review provides a comprehensive overview of the current state and trends in the field of serious games and gamification, which can be useful for researchers, practitioners, and anyone interested in this area. It highlights the need for further research and standardization to fully understand the potential and limitations of serious games and gamification for health promotion.

Perspectives

I have learned that serious games and gamification can be used for a variety of purposes, such as education, training, and health promotion, and can be effective in engaging and motivating people to learn and change their behavior. I have also learned about the challenges in this field, such as the need for standardization, understanding the underlying mechanisms of action, and evaluating long-term effects. It has been fascinating to see the ongoing progress and development in this area, and I am excited to see what the future holds for serious games and gamification.

Dr. Robertas Damaševičius
Silesian University of Technology

Read the Original

This page is a summary of: Serious Games and Gamification in Healthcare: A Meta-Review, Information, February 2023, MDPI AG,
DOI: 10.3390/info14020105.
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