Table of Contents Author Guidelines Submit a Manuscript
International Journal of Computer Games Technology
Volume 2014, Article ID 787968, 11 pages
http://dx.doi.org/10.1155/2014/787968
Review Article

A Comprehensive Review of Serious Games in Health Professions

1Department of Engineering for Innovation, Salento University, 73100 Lecce, Italy
2Unit of Information Systems, Innovation and Research, Casa Sollievo della Sofferenza Hospital, 71013 San Giovanni Rotondo, Italy

Received 15 February 2014; Revised 10 June 2014; Accepted 15 July 2014; Published 4 August 2014

Academic Editor: Hanqiu Sun

Copyright © 2014 Francesco Ricciardi and Lucio Tommaso De Paolis. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Citations to this Article [52 citations]

The following is the list of published articles that have cited the current article.

  • Warren Viant, Jon Purdy, and Jason Wood, “Serious games for Fire and Rescue training,” 2016 8th Computer Science and Electronic Engineering (CEEC), pp. 136–139, . View at Publisher · View at Google Scholar
  • Celina P. Leao, Filomena Soares, Vitor Carvalho, Sergio Lopes, and Ivo Goncalves, “A serious game concept to enhance students' learning of statistics,” 2017 4th Experiment@International Conference (exp.at'17), pp. 187–190, . View at Publisher · View at Google Scholar
  • Lucio Ciabattoni, Francesco Ferracuti, Giuseppe Lazzaro, Luca Romeo, and Federica Verdini, “Serious gaming approach for physical activity monitoring: A visual feedback based on quantitative evaluation,” 2016 IEEE 6th International Conference on Consumer Electronics - Berlin (ICCE-Berlin), pp. 209–213, . View at Publisher · View at Google Scholar
  • Andreas Lydakis, Yuanliang Meng, Christopher Munroe, Yi-Ning Wu, and Momotaz Begum, “A learning-based agent for home neurorehabilitation,” 2017 International Conference on Rehabilitation Robotics (ICORR), pp. 1233–1238, . View at Publisher · View at Google Scholar
  • Paul Hatzigiannakoglou, “Junk-Food Destroyer: Helping Adolescents with Down Syndrome to Understand Healthy Eating through Serious Game,” 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), pp. 1–5, . View at Publisher · View at Google Scholar
  • Marc Herrlich, Jan David Smeddinck, Maria Soliman, and Rainer Malaka, “"Grab-that-there",” Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '17, pp. 2622–2629, . View at Publisher · View at Google Scholar
  • Nicolas Singer, Jing Guo, and R�mi Bastide. View at Publisher · View at Google Scholar
  • Lorna Saunder, and Emma-Jane Berridge, “Immersive simulated reality scenarios for enhancing students’ experience of people with learning disabilities across all fields of nurse education,” Nurse Education in Practice, 2015. View at Publisher · View at Google Scholar
  • Paweł Węgrzynpp. 295–318, 2015. View at Publisher · View at Google Scholar
  • Paul Hodge, Jacqueline Davis, Neil Maiden, Bradley Mann, Aili Nidsjo, Alan Simpson, and Lisa Reynolds, “StreetWise: A Valid Ecology for a Serious Game in a Secure Forensic Mental Health Setting,” Procedia Computer Science, vol. 63, pp. 252–259, 2015. View at Publisher · View at Google Scholar
  • Robin Ohannessian, Sarina Yaghobian, Pierre Verger, and Philippe Vanhems, “A systematic review of serious video games used for vaccination,” Vaccine, 2016. View at Publisher · View at Google Scholar
  • Juliette Thariat, Anne Creisson, Blandine Chamignon, Magali Dejode, Marie Gastineau, Christophe Hébert, Fabienne Boissin, Christelle Topfer, Elise Gilbert, Benoit Grondin, Helène Guennoc, Veronique Mari, Solange Buzzo, Dominique Saja, Nathalie Duboue, Rabia Boulahssass, Alexia Tosi, Suzanne Verne, Julie Ducray, Isabelle Benard-Thiery, and Jean Marc Ferrero, “Éducation thérapeutique du patient, concepts et mise en œuvre,” Bulletin du Cancer, 2016. View at Publisher · View at Google Scholar
  • Valerio De Luca, Antonio Meo, Antonio Mongelli, Pietro Vecchio, and Lucio T. De Paolis, “Development of a Virtual Simulator for Microanastomosis: New Opportunities and Challenges,” Augmented Reality, Virtual Reality, and Computer Graphics, vol. 9769, pp. 65–81, 2016. View at Publisher · View at Google Scholar
  • Selin Tuysuzoglu Sagalowsky, Sheri-Ann Wynter, Marc Auerbach, Martin V. Pusic, and David O. Kessler, “Simulation-Based Procedural Skills Training in Pediatric Emergency Medicine,” Clinical Pediatric Emergency Medicine, 2016. View at Publisher · View at Google Scholar
  • Oscar Meruvia-Pastor, Pranjal Patra, Karen Andres, Creina Twomey, and Lourdes Peña-Castillo, “OMARC: An online multimedia application for training health care providers in the assessment of respiratory conditions,” International Journal of Medical Informatics, vol. 89, pp. 15–24, 2016. View at Publisher · View at Google Scholar
  • Anita Lungu, and Michael Sun, “Time for a Change: College Students' Preference for Technology-Mediated Versus Face-to-Face Help for Emotional Distress,” Telemedicine and e-Health, 2016. View at Publisher · View at Google Scholar
  • Sara Invitto, Chiara Faggiano, Silvia Sammarco, Valerio De Luca, and Lucio De Paolis, “Haptic, Virtual Interaction and Motor Imagery: Entertainment Tools and Psychophysiological Testing,” Sensors, vol. 16, no. 3, pp. 394, 2016. View at Publisher · View at Google Scholar
  • Majka Woods, and Mark E. Rosenberg, “Educational Tools: Thinking Outside the Box,” Clinical Journal Of The American Society Of Nephrology, vol. 11, no. 3, pp. 518–526, 2016. View at Publisher · View at Google Scholar
  • Hanna Hopia, and Katja Raitio, “Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals,” Issues in Mental Health Nursing, pp. 1–9, 2016. View at Publisher · View at Google Scholar
  • Robert Newbery, Jonathan Lean, and Jonathan Moizer, “Evaluating the impact of serious games: the effect of gaming on entrepreneurial intent,” Information Technology & People, vol. 29, no. 4, pp. 733–749, 2016. View at Publisher · View at Google Scholar
  • Hege Mari Johnsen, Mariann Fossum, Pirashanthie Vivekananda-Schmidt, Ann Fruhling, and Åshild Slettebø, “Teaching clinical reasoning and decision-making skills to nursing students: Design, development, and usability evaluation of a serious game,” International Journal of Medical Informatics, vol. 94, pp. 39–48, 2016. View at Publisher · View at Google Scholar
  • Jan D. Smeddinck, “Games for Health,” Entertainment Computing and Serious Games, vol. 9970, pp. 212–264, 2016. View at Publisher · View at Google Scholar
  • Nataliya V. Bogacheva, “The Experimental Method as an Evaluation Tool in Serious Games Research and Development,” Entertainment Computing and Serious Games, vol. 9970, pp. 284–305, 2016. View at Publisher · View at Google Scholar
  • Phil Wilkinson, and Thomas Joseph Matthews, “The Serious Games Ecosystem: Interdisciplinary and Intercontextual Praxis,” Entertainment Computing and Serious Games, vol. 9970, pp. 63–91, 2016. View at Publisher · View at Google Scholar
  • Lise McCoy, Robin K. Pettit, Joy H. Lewis, J. Aaron Allgood, Curt Bay, and Frederic N. Schwartz, “Evaluating medical student engagement during virtual patient simulations: a sequential, mixed methods study,” BMC Medical Education, vol. 16, no. 1, 2016. View at Publisher · View at Google Scholar
  • Joy H. Lewis, Lise McCoy, and David Dalton, “Gamification and multimedia for medical education: A landscape review,” Journal of the American Osteopathic Association, vol. 116, no. 1, pp. 22–34, 2016. View at Publisher · View at Google Scholar
  • Mark Bukowski, Martin Kühn, Ralf Bettermann, Xiaoqing Zhao, and Stephan Jonas, “Gamification of clinical routine: The Dr. Fill approach,” Studies in Health Technology and Informatics, vol. 225, pp. 262–266, 2016. View at Publisher · View at Google Scholar
  • Daniela Fogli, Federico Cabitza, and Angela Locoro, “Virtual patients for knowledge sharing and clinical practice training: A gamified approach,” Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 9599, pp. 329–335, 2016. View at Publisher · View at Google Scholar
  • Eva Hudlicka, “Virtual Affective Agents and Therapeutic Games,” Artificial Intelligence in Behavioral and Mental Health Care, pp. 81–115, 2016. View at Publisher · View at Google Scholar
  • Marie Ward, Christian Korpos, Eilish McAuliffe, Catherine Holland, Nick McDonald, Éidín Ní Shé, Ann Duffy, Una Geary, Una Cunningham, and Karen Egan, “Imbuing medical professionalism in relation to safety: A study protocol for a mixed-methods intervention focused on trialling an embedded learning approach that centres on the use of a custom designed board game,” BMJ Open, vol. 7, no. 7, 2017. View at Publisher · View at Google Scholar
  • Michael Fetzer, Jennifer McNamara, and Jennifer L. Geimer, “Gamification, Serious Games and Personnel Selection,” The Wiley Blackwell Handbook of the Psychology of Recruitment, Selection and Employee Retention, pp. 293–309, 2017. View at Publisher · View at Google Scholar
  • Lamyae Sardi, Ali Idri, and José Luis Fernández-Alemán, “A Systematic Review of Gamification in e-Health,” Journal of Biomedical Informatics, 2017. View at Publisher · View at Google Scholar
  • Chao Peng, Lizhou Cao, and Sabin Timalsena, “Gamification of Apollo lunar exploration missions for learning engagement,” Entertainment Computing, vol. 19, pp. 53–64, 2017. View at Publisher · View at Google Scholar
  • Grady S. Wier, Rebekah Tree, and Rasha Nusr, “Training Effectiveness of a Wide Area Virtual Environment in Medical Simulation,” Simulation in Healthcare, vol. 12, no. 1, pp. 28–40, 2017. View at Publisher · View at Google Scholar
  • Ranit Mishori, Sarah Kureshi, and Hope Ferdowsian, “War games: using an online game to teach medical students about survival during conflict ‘When my survival instincts kick in, what am I truly capable of in times of conflict?’,” Medicine, Conflict and Survival, pp. 1–13, 2017. View at Publisher · View at Google Scholar
  • Jane Reeves, Tracee Green, Lynne Marsden, and Nikki Shaw, “ myCourtroom: Rosie’s family go to court ; the use of simulations in preparing social workers for court ,” Social Work Education, pp. 1–16, 2017. View at Publisher · View at Google Scholar
  • Alvina Aulia, Iqbal Anugrah Ramadhan, Fidelson Tanzil, Muhammad Fadhil Yudhawanto, and Rinaldi Ismail, “The Influence of Game "nutrients Hero" for Healthy Diet,” Procedia Computer Science, vol. 116, pp. 81–86, 2017. View at Publisher · View at Google Scholar
  • Daniel Tolks, Kevin Dadaczynski, and David Horstmann, “Einführung in die Vergangenheit, Gegenwart und Zukunft von Serious Games (for Health),” Prävention und Gesundheitsförderung, 2018. View at Publisher · View at Google Scholar
  • Sílvia Lopes, Paula Magalhães, Armanda Pereira, Juliana Martins, Carla Magalhães, Elisa Chaleta, and Pedro Rosário, “Games Used With Serious Purposes: A Systematic Review of Interventions in Patients With Cerebral Palsy,” Frontiers in Psychology, vol. 9, 2018. View at Publisher · View at Google Scholar
  • Deepika Mohan, Baruch Fischhoff, Derek C. Angus, Matthew R. Rosengart, David J. Wallace, Donald M. Yealy, Coreen Farris, Chung-Chou H. Chang, Samantha Kerti, and Amber E. Barnato, “Serious games may improve physician heuristics in trauma triage,” Proceedings of the National Academy of Sciences, pp. 201805450, 2018. View at Publisher · View at Google Scholar
  • Maria Cutumisu, Matthew R. G. Brown, Caroline Fray, and Georg M. Schmölzer, “Growth Mindset Moderates the Effect of the Neonatal Resuscitation Program on Performance in a Computer-Based Game Training Simulation,” Frontiers in Pediatrics, vol. 6, 2018. View at Publisher · View at Google Scholar
  • Jasperiina Mattsson, Raija Nurminen, and Tero Reunanen, “LeanGame, a Digital Training Tool to Implement Lean Philosophy,” Advances in Human Factors, Business Management and Society, vol. 783, pp. 26–35, 2018. View at Publisher · View at Google Scholar
  • Imma Boada, Antonio Rodriguez-Benitez, Santiago Thió-Henestrosa, Josep Olivet, and Josep Soler, “How the gender of a victim character in a virtual scenario created to learn CPR protocol affects student nurses’ performance,” Computer Methods and Programs in Biomedicine, 2018. View at Publisher · View at Google Scholar
  • Sandra Jurdi, Jorge Montaner, Fernando Garcia-Sanjuan, Javier Jaen, and Vicente Nacher, “A systematic review of game technologies for pediatric patients,” Computers in Biology and Medicine, 2018. View at Publisher · View at Google Scholar
  • Alma G. Rodríguez Ramírez, Francesco J. García Luna, Osslan Osiris Vergara Villegas, and Manuel Nandayapa, “Applications of Haptic Systems in Virtual Environments: A Brief Review,” Advanced Topics on Computer Vision, Control and Robotics in Mechatronics, pp. 349–377, 2018. View at Publisher · View at Google Scholar
  • Richardos Drakoulis, Francesco Bellotti, Ioannis Bakas, Riccardo Berta, Pratheep Kumar Paranthaman, Gautam Ravindra Dange, Panagiotis Lytrivis, Katia Pagle, Alessandro De Gloria, and Angelos Amditis, “A Gamified Flexible Transportation Service for On-Demand Public Transport,” IEEE Transactions on Intelligent Transportation Systems, vol. 19, no. 3, pp. 921–933, 2018. View at Publisher · View at Google Scholar
  • Véronique Dubé, Guillaume Fontaine, Sylvie Cossette, Patrick Lavoie, Alexis Cournoyer, Fabio Balli, Gabrielle Mathieu-Dupuis, Marc-André Maheu-Cadotte, and Tanya Mailhot, “Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: A systematic review and meta-Analysis protocol,” BMJ Open, vol. 8, no. 3, 2018. View at Publisher · View at Google Scholar
  • Deirdre O'Donnell, Éidín Ní Shé, Carmel Davies, Sarah Donnelly, Therese Cooney, Diarmuid O'Coimin, Diarmuid O'Shea, Lorraine Kyne, Diarmaid O'Sullivan, Bernadette Rock, Marie O'Shea, Eilish McAuliffe, Ann O'Shaughnessy, and Thilo Kroll, “Promoting assisted decision-making in acute care settings for care planning purposes: Study protocol,” HRB Open Research, vol. 1, pp. 2, 2018. View at Publisher · View at Google Scholar
  • Hadi Kharrazi, and Amy Shirong Lu, “A state-of-the-art systematic content analysis of games for health,” Games for Health Journal, vol. 7, no. 1, pp. 1–15, 2018. View at Publisher · View at Google Scholar
  • Engin Masazade, Hazim Kemal Ekenel, Duygun Erol Barkana, Huseyin Erdogan, and Yunus Palaska, “Vision-based game design and assessment for physical exercise in a robot-assisted rehabilitation system,” IET Computer Vision, vol. 12, no. 1, pp. 59–68, 2018. View at Publisher · View at Google Scholar
  • Pierre Bellemare, Françoise Cinter, Elisabeth Van Gessel, Petra Mèche, and Adeline Paignon, “Report on a pilot study using a serious game combined with simulated practice for interprofessional health training curriculum,” Journal of Interprofessional Education & Practice, vol. 13, pp. 5–7, 2018. View at Publisher · View at Google Scholar
  • Hege Mari Johnsen, Mariann Fossum, Pirashanthie Vivekananda-Schmidt, Ann Fruhling, and Åshild Slettebø, “Developing a Serious Game for Nurse Education,” Journal of Gerontological Nursing, vol. 44, no. 1, pp. 15–19, 2018. View at Publisher · View at Google Scholar