serious games http://feed.informer.com/digests/QIRNMOXKDH/feeder serious games Respective post owners and feed distributors Thu, 02 Aug 2018 19:12:07 +0000 Feed Informer http://feed.informer.com/ The effect of game-based interventions on the nursing students' level of knowledge: A systematic review and meta-analysis of randomized controlled trials. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185082061&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:1a9fc833-2813-68a9-3009-f46d622c2dca Fri, 01 Aug 2025 04:00:00 +0000 Nurse Education Today; 08/01/2025<br/>The adoption of game-based interventions has begun to rise as innovative methods in nursing education have gained prominence. This systematic review and meta-analysis study aimed to analyze the effects of game-based interventions on nursing students' knowledge level. We searched nine electronic databases published in English, without year limitations, until May 2024. We followed the PRISMA 2020 checklist. A random-effects model was used to determine intervention effects. The Cochrane Collaboration technique was used to evaluate potential bias. Six studies involving 718 nursing students were included in this study. We identified the use of different game-based approaches such as video games, serious games, mobile games, board games, gamified flipped classrooms, and virtual gaming simulations. Game-based intervention duration ranged from only once to once weekly throughout the study period. No significant publication bias was observed. Compared to the control group, game-based interventions improved the level of knowledge (SMD = 1.00; 95 % CI [0.26, 1.74]; p < 0.001). Game-based interventions are an effective strategy for achieving learning objectives in the cognitive domain and contribute to increasing nursing students' knowledge levels. Therefore, integrating game-based interventions into nursing education is recommended. Further research is needed to determine how game-based affect nursing students' behavioral and affective learning outcomes. • Game-based interventions are being used in nursing education. • Game-based interventions increase of level of the knowledge.<br/>(AN 185082061); ISSN: 02606917<br/>CINAHL Complete An Online Serious Game Improves Aspects of Clinical Reasoning Skills in Dietetic Students http://ovidsp.ovid.com/ovidweb.cgi?T=JS&CSC=Y&MODE=ovid&PAGE=fulltext&NEWS=n&D=emctr%2cemedx%2cemexb%2cempp&AUTOALERT=342273380%7c1 serious game urn:uuid:8cd2f921-d5ae-763e-53ed-91aaa35ff9a8 Tue, 08 Jul 2025 08:26:42 +0000 <div class="field" > <strong>Author Names:</strong> <span>Wright H.H.,Tweedie J.,Ashford T.</span> </div> <div class="field" > <strong>Database Source:</strong> <span>Embase Daily Updates</span> </div> <div class="field" > <strong>Journal Title:</strong> <span>Topics in Clinical Nutrition</span> </div> <div class="field" > <strong>Article Title:</strong> <span><a href="http://ovidsp.ovid.com/ovidweb.cgi?T=JS&amp;CSC=Y&amp;MODE=ovid&amp;PAGE=fulltext&amp;NEWS=n&amp;D=emctr%2cemedx%2cemexb%2cempp&amp;AUTOALERT=342273380%7c1">An Online Serious Game Improves Aspects of Clinical Reasoning Skills in Dietetic Students</a></span> </div> <div class="field" > <strong>Year:</strong> <span>2025</span> </div> <div class="field" > <strong>Issue:</strong> <span>3</span> </div> <div class="field" > <strong>Volume:</strong> <span>40</span> </div> <div class="field" > <strong>Abstract:</strong> <span>Virtual learning environments, including computer-assisted instruction and game-based learning, have become increasingly popular as educational tools. The present study sought to evaluate the potential of an online serious game to improve the clinical reasoning ability of preplacement dietetic students during nutrition care planning (NCP). A pre-/post-test study design investigated lower- and higher-level clinical reasoning skills in 43 preplacement dietetic students, as well as perceptions on learning experiences, self-confidence, and views of NCP. Students&apos; ability to discriminate information, prioritize, and develop an appropriate nutrition intervention plan improved. Serious online games have potential to improve clinical reasoning skills in NCP.&lt;br/&gt;Copyright &amp;#xa9; 2025 Wolters Kluwer Health, Inc. All rights reserved.</span> </div> The impact of feedback elements in serious games on nursing learning outcomes: A systematic review and meta-analysis. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184345961&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:14bb8494-b2ba-3e15-5d16-5726ae4d7ac4 Tue, 01 Jul 2025 04:00:00 +0000 Nurse Education Today; 07/01/2025<br/>This study evaluates the impact of different feedback elements in serious games (SGs) on nursing education outcomes. Systematic review and meta-analysis. 6546 English-language studies published between 2000 and 2023 were retrieved from seven electronic databases. This systematic review and meta-analysis followed the PRISMA guidelines. The Cochrane Risk of Bias tool was used for quality assessment. Meta-analysis and subgroup analysis were conducted using RevMan 5.4, and the certainty of evidence for each outcome was assessed using the GRADE approach. Eight studies were included in the meta-analysis. Findings showed that, compared to traditional learning methods, outcome feedback had a moderate effect size on knowledge (SMD = 0.51, 95 % CI [0.09, 0.92]), while comparative feedback had a small, non-significant effect size (SMD = 0.38, 95 % CI [−0.36, 1.12]). Immediate feedback had a large effect size on skills (SMD = 0.87, 95 % CI [0.61, 1.14]), and outcome feedback had a moderate effect size (SMD = 0.50, 95 % CI [0.21, 0.79]). Serious games with feedback had a large effect size on motivation (SMD = 1.31, 95 % CI [0.45, 2.17]). For confidence, outcome feedback had a moderately large effect size (SMD = 0.64, 95 % CI [−0.22, 1.51]), and comparative feedback had a small effect size (SMD = 0.24, 95 % CI [−0.44, 0.91]), but neither reached statistical significance. GRADE assessment showed high certainty for immediate feedback on skills, moderate certainty for outcome feedback on knowledge and skills, and very low certainty for comparative feedback on knowledge. Evidence certainty for motivation and confidence was low or very low. Serious games incorporating feedback elements can enhance nursing students' motivation. Immediate feedback significantly improves nursing skills, while outcome feedback improves knowledge acquisition. However, further research is needed to validate these findings due to the limited number of studies and high heterogeneity. • The most frequently utilized feedback element in serious games for nursing education is outcome feedback. • Serious games incorporating immediate feedback have a positive impact on skill enhancement in nursing education. • Future research should explore the application of different feedback elements in more serious games for nursing education. • Future research should also consider how participant characteristics impact the effectiveness of feedback interventions.<br/>(AN 184345961); ISSN: 02606917<br/>CINAHL Complete Game-based telerehabilitation in neurological disorders: a systematic review of features, opportunities and challenges. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186130672&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:a42d2c42-6480-e309-9092-f0949fe74136 Tue, 01 Jul 2025 04:00:00 +0000 Disability & Rehabilitation: Assistive Technology; 07/01/2025<br/>This study explores the integration of telerehabilitation, virtual reality, and serious games technologies in addressing physical disabilities. Specifically, it focuses on game-based telerehabilitation for patients with stroke, Parkinson's disease, and multiple sclerosis undergoing home-based rehabilitation. Utilising the PICO approach, a search in Scopus and PubMed until February 21st, 2024, identified 31 relevant English articles out of 258 initially considered. The study employed three independent reviewers to select, extract data, and analyse studies based on the research question. The final included studies were analysed to extract and categorise the most critical items, including rehabilitation tools, opportunities, and challenges. Of the 258 studies, 31 met the eligibility criteria, with the majority conducted in the United States and the United Kingdom. Key opportunities identified include the effectiveness of telerehabilitation and the use of new, engaging, user-friendly, and affordable technologies. However, challenges such as motivation, usability, exercise adherence, and technical barriers were significant. The Wii gaming console emerged as the most commonly used telerehabilitation device. This systematic review offers a comprehensive analysis of telerehabilitation features, opportunities, and challenges. It highlights the importance of tailored remote rehabilitation programs, potentially leading to more effective patient services. The study suggests that sustained use of these systems is crucial for positive clinical outcomes and emphasises the impact of affordability and engagement on long-term patient adherence to treatment plans in remote rehabilitation systems. IMPLICATIONS FOR REHABILITATION: This review explores the potential impact of game-based telerehabilitation on patients with stroke, Parkinson's disease, and multiple sclerosis in home-based settings. Promisingly, the integration of engaging, user-friendly, and cost-effective technologies presents opportunities for enhancing rehabilitation effectiveness. However, challenges such as motivation, usability, and technical barriers necessitate thoughtful consideration. Notably, the prevalence of the Wii gaming console in telerehabilitation programs suggests a tangible avenue for implementation. Tailoring remote rehabilitation initiatives to address these challenges and sustain patient engagement becomes paramount for optimising long-term treatment adherence. This analysis provides actionable insights for designing rehabilitation strategies that are not only effective but also attuned to the evolving landscape of healthcare technology.<br/>(AN 186130672); ISSN: 17483107<br/>CINAHL Complete An Online Serious Game Improves Aspects of Clinical Reasoning Skills in Dietetic Students. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186206204&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:1178a4c3-833d-3d08-542e-0125786c89f8 Tue, 01 Jul 2025 04:00:00 +0000 Topics in Clinical Nutrition; 07/01/2025<br/>Virtual learning environments, including computer-assisted instruction and game-based learning, have become increasingly popular as educational tools. The present study sought to evaluate the potential of an online serious game to improve the clinical reasoning ability of preplacement dietetic students during nutrition care planning (NCP). A pre-/post-test study design investigated lower- and higher-level clinical reasoning skills in 43 preplacement dietetic students, as well as perceptions on learning experiences, self-confidence, and views of NCP. Students' ability to discriminate information, prioritize, and develop an appropriate nutrition intervention plan improved. Serious online games have potential to improve clinical reasoning skills in NCP.<br/>(AN 186206204); ISSN: 08835691<br/>CINAHL Complete Effects of game design characteristics of a virtual reality serious game for upper-limb prosthesis control training on motor learning. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186315815&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:ed3dec1b-3f9e-c0d9-179c-07ee5965b99a Tue, 01 Jul 2025 04:00:00 +0000 Frontiers in Rehabilitation Sciences; 07/01/2025<br/>(AN 186315815)<br/>CINAHL Complete Virtual Semiology League: Collaborative Learning to Design and Develop Serious Games for Medicine. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186368456&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:1b42f4b6-2f08-ab9e-25bd-52aeb97f2359 Tue, 01 Jul 2025 04:00:00 +0000 Studies in Health Technology & Informatics; 07/01/2025<br/>The Virtual Semiology League was created as a methodology for designing and developing serious games for teaching semiology in medicine. The engineering students designed and developed four clinical semiology serious games collaboratively with medical students to teach and learn the symptoms and signs of different diseases. Four serious games were developed and validated, focusing on the following topics: 1) Pulmonary and cardiac auscultation, called Auscultologist; 2) Clinical case resolution (for mobile), called Doc Adventure; 3) Immersive abdominal ultrasound simulator, called VR Simulator; and 4) Clinical case resolution (computer role-playing game) with Semiology: A health nap for adventure. The Virtual Semiology League was successful. As an interdisciplinary teaching and learning methodology (Engineering and Medicine), it allowed us to coordinate heterogeneous working groups that complemented each other and learned from each discipline.<br/>(AN 186368456); ISSN: 09269630<br/>CINAHL Complete The development of ReGoal, a serious mobile game for young people with conduct problems*. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186450482&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:a8965068-28e9-fcc7-4c8c-ec262c1a6c1e Tue, 01 Jul 2025 04:00:00 +0000 Behaviour & Information Technology; 07/01/2025<br/>Research suggests that serious games can be used as supplementary training tools for young people with complex mental health needs. This study aimed to co-produce a mobile-accessible serious game, ReGoal, in collaboration with young people (11–16 years) and an interdisciplinary team of academic experts and practitioners. ReGoal is aimed to serve as a supplementary tool for improving emotion regulation, goal-orientation, and executive functioning skills. This study consisted of three interlinked co-production phases. First, 122 participants, of which 34% had moderate to high conduct problems, completed an online survey about the role of gaming in managing their emotions. During the second phase, 16 young people attended three focus groups in which their lived experiences shaped the narrative of ReGoal. In the third phase, an online user survey gathered feedback from 72 young people playing the most recent prototype of ReGoal. The key findings suggest that young people valued playing ReGoal as a supplementary aid to improving their mood, increasing empathy towards peers and family, reducing anxiety, anger, and impulsivity, and understanding other people's emotions. Future research should test the applicability and feasibility of ReGoal in reducing behavioural problems with clinical and non-clinical samples.<br/>(AN 186450482); ISSN: 0144929X<br/>CINAHL Complete An immersive virtual reality serious game set for the clinical assessment of spatial attention impairments: Effects of avatars on perspective? https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186462559&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:2fbece54-52ca-3c6e-a60a-c088c28efefa Tue, 01 Jul 2025 04:00:00 +0000 Technology & Health Care; 07/01/2025<br/>(AN 186462559); ISSN: 09287329<br/>CINAHL Complete Virtual Semiology League: Collaborative Learning to Design and Develop Serious Games for Medicine...23rd International Conference on Informatics, Management and Technology in Healthcare (ICIMTH 2025), July 4-6, 2025, Athens, Greece. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186368456&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:c6846f54-0702-e8a8-ffa3-98027d7d0c4c Tue, 01 Jul 2025 04:00:00 +0000 Studies in Health Technology & Informatics; 07/01/2025<br/>The Virtual Semiology League was created as a methodology for designing and developing serious games for teaching semiology in medicine. The engineering students designed and developed four clinical semiology serious games collaboratively with medical students to teach and learn the symptoms and signs of different diseases. Four serious games were developed and validated, focusing on the following topics: 1) Pulmonary and cardiac auscultation, called Auscultologist; 2) Clinical case resolution (for mobile), called Doc Adventure; 3) Immersive abdominal ultrasound simulator, called VR Simulator; and 4) Clinical case resolution (computer role-playing game) with Semiology: A health nap for adventure. The Virtual Semiology League was successful. As an interdisciplinary teaching and learning methodology (Engineering and Medicine), it allowed us to coordinate heterogeneous working groups that complemented each other and learned from each discipline.<br/>(AN 186368456); ISSN: 09269630<br/>CINAHL Complete Effect of serious games over conventional therapy in the rehabilitation of people with multiple sclerosis – a systematic review and meta-analysis. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186082437&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:3f70260a-e61b-a3ff-32c0-453305bb09f7 Fri, 20 Jun 2025 04:00:00 +0000 Disability & Rehabilitation; 06/20/2025<br/>Purpose: This meta-analysis aimed to quantify the effect of serious games over conventional therapy on upper-limb activity, balance, gait, fatigue, and cognitive functions in people with multiple sclerosis. Materials and methods: Search strategies were developed for PubMed, Embase, Cochrane Library, and Scopus. Studies were selected if participants were adults with multiple sclerosis; the intervention consisted of a virtual reality serious game-based program; the control group received conventional therapy; outcomes included upper limb activity, balance, gait, fatigue, or cognitive functions; and used a randomized controlled trial design. Data were synthesized using a standardized mean difference with a random-effects model. Results: From 2532 studies, seventeen trials were selected (n = 740). Overall, serious games programs effect on upper limb activity, gait, verbal memory, verbal fluency and attention seemed neutral. Balance functions appeared to be improved by semi-immersive virtual reality serious games (SMD = 0.48;95%CI = 0.12–0.84;p = 0.01;I2=0%), fatigue by treadmill serious games (SMD = 0.80;95%CI = 0.40–1.20;p < 0.001) and visuo-spatial memory by semi-immersive virtual reality general cognitive serious games (SMD = 0.35;95%CI = 0.04–0.65;p = 0.03;I2=0%). Conclusion: This review suggests, with a very-low-to-low certainty of evidence, that while some specific serious games may improve balance, fatigue and visuo-spatial memory, their overall effect on upper limb activity, gait, and other cognitive functions appears neutral. IMPLICATIONS FOR REHABILITATION: Serious games may enhance engagement and adherence to rehabilitation by making the process more interactive and motivating. Their design, which often includes adaptive difficulty levels and relevant feedback, can provide a tailored and dynamic rehabilitation experience for people with multiple sclerosis. Some specific serious games programs involving the use of semi- and non-immersive virtual reality devices seem to lead to benefits in balance, fatigue and visuo-spatial memory. Serious games' overall effect on activity, gait and other cognitive functions does not seem superior to conventional therapy.<br/>(AN 186082437); ISSN: 09638288<br/>CINAHL Complete Senua's psychosis in virtual reality: effects on mental health stigma. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=186283664&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:8ab93aa7-f981-3551-0eb3-8ad7615fd4c9 Sun, 15 Jun 2025 04:00:00 +0000 Behaviour & Information Technology; 06/15/2025<br/>Schizophrenia is probably the most stigmatised of all mental health conditions and many interventions have attempted to reduce this. This study examined how playing a serious virtual reality game might address stigmatised attitudes about severe mental illness, and schizophrenia in particular. The game chosen, Hellblade: Senua's Sacrifice, contains a first-person experience of voice-hearing and other psychotic symptoms. We hypothesised that gameplay would increase Empathy, reduce Desire for social distance and improve attitudes to schizophrenia using measures adapted from prior work. We also measured participants' beliefs about the voices heard by the protagonist, Senua, using the Beliefs about Voices Questionnaire-revised to compare to published data from both clinical and non-clinical voice hearers. 37 participants completed stigma measures both before and after experiencing 20 minutes of the game. Attitudes about schizophrenia significantly improved following the game, but empathy and desire for social distance did not. Results partially support the role that serious games can play in addressing mental health stigma. Overall, Senua's voices were experienced very similarly to those of clinical voice hearers supporting the clinical veracity of the game depiction of psychosis.<br/>(AN 186283664); ISSN: 0144929X<br/>CINAHL Complete Supporting young siblings of children with intellectual disabilities and/or visual impairments with the serious game 'Broodles': A mixed methods randomized controlled trial. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184998827&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:b8d9cdf6-0094-f120-2bdf-9c4bc49466b0 Sun, 01 Jun 2025 04:00:00 +0000 Research in Developmental Disabilities; 06/01/2025<br/>(AN 184998827); ISSN: 08914222<br/>CINAHL Complete A Critical Examination of the Impact of Serious Games on Learning Music: A Systematic Literature Review. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185452191&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:63184da3-658f-77f3-ba86-bd9ee7e4d2af Sun, 01 Jun 2025 04:00:00 +0000 Journal of Computer Assisted Learning; 06/01/2025<br/>Background: Serious games (SGs) have been increasingly utilised in various domains of education and training. These SGs are a compelling and impactful pedagogical tool that have demonstrated the potential to transform users' perspectives in a multitude of fields, including music. Objectives: This paper presents a systematic literature review (SLR) on the use of SGs as educational tools for teaching elements of music and instrumental practices. Specifically, the primary objectives of this review are threefold: First, to identify the specific music skills that have been enhanced through the utilisation of SGs and to determine whether their primary purpose is to serve as an introduction to music learning or as a tool for teaching musical instruments. Second, to examine the game mechanics and learning mechanics employed within these SGs. Third, to observe and systematically categorise the aspects of SGs that are assessed and the evaluation methods used to measure their effectiveness. Method: To identify suitable studies for this analysis, we conducted a research process utilising the following digital libraries: Scopus, ACM Digital Library, and IEEE Xplore. The keywords employed during the search included 'SGs', 'educational games', 'music', and 'music education'. Additionally, the search incorporated specific terms aimed at assessing the relevance of titles and abstracts with respect to Music and SGs. The analysis yielded a total of 32 studies, providing empirical evidence regarding the impact of SGs on the learning process and student engagement. Results and Conclusions: The results indicate a diverse range of SGs with distinct approaches for addressing the challenges in music elements and instruments, albeit most of them are currently unavailable. The various initiatives found affirm the effectiveness of SGs in enhancing music learning and students' music skills development by fostering their interest in the subject matter. Our SLR may be of interest to music educators who aim to incorporate SGs in educational settings, researchers designing informed empirical studies and SG creators who can benefit from feedback to improve their products.<br/>(AN 185452191); ISSN: 02664909<br/>CINAHL Complete A Sequencing Effect of Adding Generative Learning Strategies to Immersive Virtual Reality on Middle School Students' Performance, Intrinsic Motivation, and Self‐Efficacy. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185452187&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:11775f13-1db4-837b-9c41-a933f63cb9a6 Sun, 01 Jun 2025 04:00:00 +0000 Journal of Computer Assisted Learning; 06/01/2025<br/>Background: As immersive virtual reality (IVR) is increasingly being used by teachers worldwide, it becomes pressing to investigate how this technology can foster learning processes. Several authors have pointed to this need, as results on the effectiveness of IVR for learning are still inconclusive. Objectives: To address this gap, we first investigated the effect of adding generative learning strategies, that is, teacher‐led instruction and class discussion, to an interactive immersive virtual reality learning experience on learning outcomes, in terms of procedural knowledge, self‐efficacy, and intrinsic motivation. Next, we tested whether the sequencing of the additional classroom activities significantly affected the outcomes. Methods: In this value‐added study, we adopted a quasi‐experiment with three groups in a between‐subjects design. The IVR serious game VRkeer, teaching middle school children how to ride a bicycle safely in traffic, was implemented during the study. The IVR‐first group started with the IVR experience and received a more conventional lesson, in which the familiar teacher provided instruction on the topic and engaged students in critical thinking via class discussions using authentic traffic situations as case studies. The class‐first group followed the reverse sequence, and the IVR‐only group served as a control group with two times the IVR experience. 211 middle school students engaged in the experiment and were randomly assigned to one of the three groups, per class in their own classroom, taking ecological validity as a priority. Pre‐ and posttest scores were compared for procedural knowledge, self‐efficacy, and intrinsic motivation (interest/enjoyment and value/usefulness). Results and Conclusions: Our results indicate an overall significant increase in all measures, except for intrinsic motivation. Between‐groups results show that the class‐first group outperformed the other groups in terms of knowledge gains and intrinsic motivation, but not in self‐efficacy. Our findings have both theoretical and practical implications, which are discussed alongside study limitations and future research directions.<br/>(AN 185452187); ISSN: 02664909<br/>CINAHL Complete Behavioral Change Through Serious Gaming Approaches for Childhood Obesity Interventions. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185459139&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:9b9715ad-75dc-c9c9-359e-00191d69822a Sun, 01 Jun 2025 04:00:00 +0000 Studies in Health Technology & Informatics; 06/01/2025<br/>Childhood obesity is a significant public health issue that can lead to a variety of physical and mental health implications. Serious games offer an innovative approach to address this challenge by reinforcing behaviors through interactive components. In this work, we explore the potential of serious games as a tool for facilitating behavior change in interventions to address childhood obesity. This paper presents the design approach of three serious games that aims to promote healthy habits in younger populations and tackle childhood obesity. Based on a systematic review, key factors influencing childhood obesity are identified. Protective factors include regular physical activity, a healthy diet and family meals. Risk factors include excessive screen time, unhealthy eating habits and consumption of processed foods and sugary drinks. The results of these studies served as a foundation for the design of the serious games, while the identified educational objectives were translated into game elements. Those three serious games approaches can be used to complement clinical monitoring for a comprehensive approach to the problem.<br/>(AN 185459139); ISSN: 09269630<br/>CINAHL Complete Mixing Expert Knowledge with LLM to Improve Dialogue in Serious Games for Anorexia Caregivers: A Feasibility Study...35th Medical Informatics Europe Conference (MIE 2025), May 19-21, 2025, Glasgow, Scotland https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185459337&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:4a33ef41-c987-0bd8-d74c-9f6c0cb10f83 Sun, 01 Jun 2025 04:00:00 +0000 Studies in Health Technology & Informatics; 06/01/2025<br/>Anorexia Nervosa (AN) is a severe eating disorder requiring interventions that effectively involve the entire family. Family-Based Therapy (FBT) has shown promise, yet traditional training methods for caregivers can be timeconsuming and challenging. We present a serious game leveraging large language models (LLMs) that generate realistic, scenario-based dialogues between caregivers and teens with AN, offering a safe space to practice supportive communication strategies. To enhance the credibility and therapeutic relevance of these generated dialogues, we utilize a few-shot learning approach informed by domain expert feedback, enabling the model to produce contextually accurate and empathetic exchanges. By iteratively refining the system prompt with expert-validated examples, we substantially improve dialogue authenticity without the need for extensive model retraining. This approach provides a scalable, flexible solution that can be adapted to various therapeutic scenarios, ultimately broadening the reach and efficacy of digital health interventions.<br/>(AN 185459337); ISSN: 09269630<br/>CINAHL Complete PM&R Connections: A Pilot Study Evaluating the Adoptability and Impact of a Serious Educational Game on Trainees at a Physical Medicine and Rehabilitation Program. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184829573&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:3f24f4f3-d30a-6a3e-b5bc-919c764ff3fc Thu, 01 May 2025 04:00:00 +0000 American Journal of Physical Medicine & Rehabilitation; 05/01/2025<br/>To enhance engagement and educational outcomes, game-based learning has been introduced into undergraduate and graduate medical education programs. Using a free website, "PM&R Connections," a serious game, was created to provide trainees with an alternative method of reviewing content to identify knowledge gaps to direct studying. The game was used by 19/33 trainees and 92.3% of users required ≤10 mins to complete a puzzle. 76.9% of users found the tool helpful, 69.2% recommended the game, and 92.3% desired more puzzles to be developed. Confusion on how to play and intimidation were the most reported barriers to play, and only 46% of users changed their study habits. The positive feedback and desire for more puzzles to be developed provide a foundation to further develop the game.<br/>(AN 184829573); ISSN: 08949115<br/>CINAHL Complete The effect of serious game on the level of anxiety, fear, knowledge of hospitalized children and level of anxiety in their parents. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185127320&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:271e48d6-b005-31a9-a425-562355a8af10 Thu, 01 May 2025 04:00:00 +0000 Journal of Pediatric Nursing; 05/01/2025<br/>Serious games can be used to increase the knowledge level of hospitalized children and reduce their anxiety levels and fear of medical procedures. This randomized controlled study was conducted to examine the effects of the developed serious game on children's anxiety, fear and knowledge levels and their parents' anxiety levels. For this randomized controlled trial, a pre-test-post-test experimental study method was used, guided by the CONSORT checklist. The sample consisted of 70 children aged 8–12 years and their parents. Sociodemographic Data Collection Form, Fear Scale of Medical Treatment, Clinical Knowledge Form, State-trait Anxiety Inventory for Children and for Adults were used to data collection. As a result of the study, it has been found that serious gaming affects the state and trait anxiety levels, medical treatment fear levels and clinical knowledge levels of hospitalized children aged 8–12 years. It was determined that the state anxiety of the parents of the children participating in the study decreased, their trait anxiety is not affected. In children aged 8–12 years, the use of serious game increased knowledge and decreased anxiety and fear of medical procedures. Larger studies involving parents are needed. Nurses are healthcare professionals who play a key role in managing anxiety through non-pharmacological interventions. Opportunities should be created for nurses to use artificial intelligence in their own initiatives and transfer it to the clinical environment. It is the first Turkish serious game developed by nurses. • Increasing knowledge of hospitalized children has positive results. • Serious games can be used as a different option to increase the knowledge level of hospitalized children. • The serious game intervention reduced the anxiety and fear of medical procedures in hospitalized children.<br/>(AN 185127320); ISSN: 08825963<br/>CINAHL Complete Learning MRI with ImmeRgaMe: Exploring the pedagogical potential of an innovative serious game for radiographer training. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185202053&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:fe8dd419-c795-96f4-e841-8b4fa7016312 Thu, 01 May 2025 04:00:00 +0000 Radiography; 05/01/2025<br/>This study aimed to assess the potential of ImmeRgaMe , an innovative 360° immersive serious game, to enhance motivation and engagement in MRI education for first-year radiographer students. The platform was developed as part of an educational innovation initiative and designed to complement traditional teaching methods. It integrates storytelling, progression mechanisms, and interactive tools to teach MRI safety protocols, physical principles, and clinical methods. Beta testing involved 42 participants (students and educators) who completed standardized surveys to evaluate gameplay, usability, and learning outcomes. The impact of microlearning videos embedded in the game was also assessed through pre- and post-test quizzes with 63 first-year students. The beta version received positive feedback, with over 90 % of participants rating the gameplay and integrated tools as satisfactory. Students demonstrated improved performance in quizzes after using the microlearning videos, with an average score increase of 19 % across tests. Survey results indicated that 97 % of respondents found the videos helpful for understanding course content, and 86 % believed the game could support their progress during MRI internships. ImmeRgaMe effectively fosters student motivation and engagement, bridging the gap between theoretical and practical knowledge in MRI training. While promising, further refinement and broader testing are needed to evaluate its impact on knowledge retention and skills development, as well as its applicability to other imaging modalities. The implementation of serious games like ImmeRgaMe in radiography education could reshape and modernize traditional teaching methods. By adapting this approach to other imaging modalities, educators could offer immersive and interactive learning experiences, fostering self-regulated learning and aligning training with the complex demands of clinical practice.<br/>(AN 185202053); ISSN: 10788174<br/>CINAHL Complete Serious Games for constipation management for people with intellectual disabilities: A scoping review and narrative synthesis. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=183242006&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:c87d00fc-cc78-6cd9-fa0b-d8ba0c3f6c14 Tue, 01 Apr 2025 04:00:00 +0000 International Journal of Medical Informatics; 04/01/2025<br/>(AN 183242006); ISSN: 13865056<br/>CINAHL Complete Outcome measurement of cognitive impairment and dementia in serious digital games: a scoping review. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184162578&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:b9a45597-222f-27b7-ec85-d4a0aa382a09 Tue, 01 Apr 2025 04:00:00 +0000 Disability & Rehabilitation: Assistive Technology; 04/01/2025<br/>Purpose: Dementia prevalence is increasing worldwide. With the emergence of digital rehabilitation, serious digital games are a potential tool to maintain and monitor function in people living with dementia. It is unclear however whether games can measure changes in cognition. We conducted a scoping review to identify the types of outcomes measured in studies of serious digital games for people with dementia and cognitive impairment. Methods: We included primary research of any design including adults with cognitive impairment arising from dementia or another health condition; reported data about use of serious digital games; and included any cognitive outcome. We searched Medline (via EBSCO), PsycInfo, CINAHL, Web of Science, from inception to 4th March 2024 and extracted study characteristics. Results: We reviewed 5899 titles, including 25 full text studies. We found heterogeneity in domains and measures used: global cognition (n = 15), specific cognitive processes (n = 13), motor function (n = 5), mood (n = 6), activities of daily living (n = 5), physiological processes (n = 4) and quality of life (n = 2). Use of outcome measurement tools was inconsistent; the most frequently used measures were the Montreal Cognitive Assessment (n = 8), the Mini-Mental State Examination (n = 7), and the Trail Making Test (n = 7). Nine studies used in-game measures, most of which were related to game performance. Conclusion: We found very few studies with assessment of cognition within the game. Studies of serious games for people with dementia and cognitive impairment should develop digital outcome tools based on recommendations in Core Outcome Sets, to increase consistency between studies. IMPLICATIONS FOR REHABILITATION: Fewer than half of the studies we identified used in-game measures, most of which were related to game performance, indicating that digital measures of cognition within serious digital games is a largely unexplored research area. Only eight out of 25 included studies used measurements tools recommended in Core Outcome Sets for studies of people living with dementia. Given the heterogeneity of measures identified in this review, critical appraisal of relevant outcome measures would be the next step in determining suitable measures for use in future research. Following critical appraisal, exploration of digital measures of cognition is needed to determine their integration into serious games, and whether existing tests can be digitised and administered remotely whilst retaining psychometric properties.<br/>(AN 184162578); ISSN: 17483107<br/>CINAHL Complete Effects of digital technology-based serious games interventions for older adults with mild cognitive impairment: a meta-analysis of randomised controlled trials. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184925748&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:64cb6681-6b65-f44c-ee1e-7e5022b449cf Tue, 01 Apr 2025 04:00:00 +0000 Age & Ageing; 04/01/2025<br/>Objective To evaluate the effectiveness of digital technology-based serious games (DTBSGs) interventions in older adults with mild cognitive impairment (MCI). Methods A librarian-designed search of eight databases was conducted to identify randomised controlled trials published in English or Chinese up to 10 August 2024. The primary and secondary outcomes were compared between the intervention and control groups. A fixed- or random-effects meta-analysis model was used to determine the mean difference, based on the results of the heterogeneity test. The certainty of evidence was assessed using the Grading of Recommendations Assessment, Development and Evaluation (GRADE) system. Results A meta-analysis of 28 trials, including 1698 participants, showed greater improvements in favour of interventions using DTBSGs compared to the control group in global cognitive function, executive function, attention function, depression, and activities of daily living (ADL). However, there was no significant improvement in memory function, anxiety, apathy or quality of life (QOL) compared to the control group. Subgroup analysis showed that computer games, exergames and iPad tablet games were superior to immersive virtual reality (VR) games in terms of global cognitive and executive function. VR games were superior to computer games in terms of attention and ADL. The GRADE evidence quality assessment results showed that global cognitive function and ADL were of moderate quality; executive function, attention, depression and anxiety were of low quality; and memory, apathy and QOL were of very low quality. Conclusion Patients with MCI benefited from DTBSGs. With the rapid development of information and communication technology, DTBSGs have great potential and may be used as adjuncts or substitutes in MCI rehabilitation.<br/>(AN 184925748); ISSN: 00020729<br/>CINAHL Complete Theoretical background of the game design element "chatbot" in serious games for medical education. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=183752193&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:7f89eb33-6acc-763a-df2e-9f5a2591cc23 Thu, 13 Mar 2025 04:00:00 +0000 Advances in Simulation; 03/13/2025<br/>(AN 183752193); ISSN: 20590628<br/>CINAHL Complete Prism adaptation combined with serious games for improving visual-constructive abilities in stroke patients: randomized clinical trial. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=183552473&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:29e0bdb9-60cb-9a4c-3d1c-ac8f2c26db3a Fri, 07 Mar 2025 05:00:00 +0000 Frontiers in Digital Health; 03/07/2025<br/>(AN 183552473)<br/>CINAHL Complete Preliminary validation of CCRacer serious game for assessing executive function after acquired brain injury. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=182769409&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:af098beb-20d8-ac7e-b22f-cd999b475136 Sat, 01 Mar 2025 05:00:00 +0000 International Journal of Rehabilitation Research; 03/01/2025<br/>Acquired brain injuries can profoundly impact executive functioning, yet traditional neuropsychological assessments often have limitations, such as being time-intensive, lacking ecological validity, or failing to engage patients effectively. To address these challenges, CCRacer, a serious game, was developed as a novel tool for assessing executive functions in clinical populations. This study evaluated the convergent and discriminant validity of CCRacer by applying it alongside established neuropsychological tests to a sample of 78 participants with acquired brain injury. Results revealed varying levels of convergent validity across tasks, with stronger correlations for measures of working memory (0.28–0.51) and planning (−0.46 to 0.34) and weaker correlations for inhibitory control (0.22). These findings suggest that CCRacer has the potential as a complementary tool in the neuropsychological assessment of an acquired brain injury, combining engaging and ecologically valid testing with the possibility of future use in cognitive training.<br/>(AN 182769409); ISSN: 03425282<br/>CINAHL Complete TAG-ME again: A serious game for measuring working memory. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184036265&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:a5008a59-fb5b-4469-1ac2-9b08075a2c13 Sat, 01 Mar 2025 05:00:00 +0000 Applied Neuropsychology: Adult; 03/01/2025<br/>(AN 184036265); ISSN: 23279095<br/>CINAHL Complete The limitations and challenges in the assessment of executive dysfunction associated with real-world functioning: The opportunity of serious games. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184036256&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:1d344ea6-84e2-e460-7e3a-594fba6d5556 Sat, 01 Mar 2025 05:00:00 +0000 Applied Neuropsychology: Adult; 03/01/2025<br/>(AN 184036256); ISSN: 23279095<br/>CINAHL Complete Experiences of People With Persistent Nonspecific Neck Pain Who Used Immersive Virtual Reality Serious Games in the Home Setting: A Qualitative Study. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184348823&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:f04d4151-8197-bef5-ca26-bb3e599a787f Sat, 01 Mar 2025 05:00:00 +0000 PTJ: Physical Therapy & Rehabilitation Journal; 03/01/2025<br/>Objective The purpose of this study was to explore the experiences of individuals with persistent nonspecific neck pain who used immersive virtual reality (VR) serious games at home for 2 weeks. Methods In this descriptive qualitative study, semi-structured one-on-one interviews were conducted at the participant's home after the 2-week period. Interviews were analyzed using qualitative content analysis. Sample size was determined using the information power concept (where "information power" refers to the amount of relevant information the sample provides for addressing the research question). Results Eleven adults with continuous or recurrent nonspecific neck pain participated in the study. Three main categories were identified. The first revolves around the home environment, revealing that participants had mixed perceptions about being at home, yet held a positive perspective on the utilization of immersive VR in that setting. The second pertains to immersive VR as a novel technology, indicating its overall comfort, user-friendliness, and varying degrees of immersion and presence experienced by the participants. The third focuses on exercising in immersive VR, drawing comparisons with conventional exercises, exploring the facilitators and barriers to usage, and addressing various aspects of integrating this technology into rehabilitation. Conclusion Immersive VR was deemed comfortable for almost all participants and easy to use. Participants found exercising in immersive VR motivating and enjoyable, compared to conventional exercises. The home environment proved suitable for using immersive VR, though challenges included autonomy and reduced human contact. Participants highlighted facilitators and barriers in using immersive VR serious games, as well as immersive VR's rehabilitation potential. They also underscored the crucial role of physical therapists for guidance, remote supervision, and personalized treatment. Impact These findings could help clinicians to better understand the experiences of individuals with persistent nonspecific neck pain when using immersive VR, as well as its use at home. This understanding can improve patient care and optimize the effectiveness of immersive VR as a treatment method.<br/>(AN 184348823); ISSN: 15386724<br/>CINAHL Complete Exploring Serious Games Within the Physio and Ergotherapeutic Usage: Insights into Their Acceptance Based on Actual Applications. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184908368&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:6f6dc05b-8d38-8589-b797-8eb30fd1df87 Sat, 01 Mar 2025 05:00:00 +0000 Studies in Health Technology & Informatics; 03/01/2025<br/>Classic rehabilitation faces different challenges, such as low patient engagement, limited motivation, or difficulties in personalizing the therapy, which is needed for good recovery outcomes. Serious games present a promising solution to these problems by enhancing the individual motivation and deliver interactive rehabilitation possibilities. To investigate their potential, a preliminary study was conducted using an online questionnaire as the methodological approach. Overall, 15 therapists (average age: 33.1 years; average experience: 9.7 years) from various professional backgrounds participated in it. The results showed that seven therapists (47%) already used serious games within patient rehabilitation, while eight (53%) had not yet used them. Most of the already used solutions also only cover cognitive rehabilitation and do not use any additional sensors to capture movements. Only within 2 cases serious games were also used at home in addition to the therapeutical setting. In addition, the participants also evaluated five serious games integrated into a rehabilitation platform, highlighting strengths such as increased patient motivation and adaptability, but also missing features like tailored feedback systems and the need for improved integration into their daily workflows. According to the discussion, these findings suggest that serious games in rehabilitation are not yet broadly in real use. There is also the need for better accessibility, functionality, time and therapist training to optimize the use of serious games and address some current limitations in rehabilitation practices.<br/>(AN 184908368); ISSN: 09269630<br/>CINAHL Complete LLM-Driven Adjustments in Serious Games: A Feasibility Analysis...19th Health Informatics Meets Digital Health Conference (dHealth), May 6-7, 2025, Vienna, Austria. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184908385&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:1f8526af-f56b-e7de-462c-01f778ba042f Sat, 01 Mar 2025 05:00:00 +0000 Studies in Health Technology & Informatics; 03/01/2025<br/>Background: Serious games (SGs) and telerehabilitation play a key role in the recovery of lost functions in neurological patients, with personalisation and difficulty adjustment being essential features. Objectives: This work investigates the feasibility of integrating a large language model (LLM) into an Assessment Serious Game (ASG) to analyse exercise data and recommend personalised rehabilitation programs. Methods: Medical knowledge was acquired through meetings with professionals to identify target pathologies and parameters. The ASG was integrated with GroqCloud; the prompt is designed to act as physiotherapist and SG developer to make real-time adjustments and suggest the setting configurations of other SGs. A preliminary test assessed the system's capabilities. Results: The LLM effectively recognises real-time adjustments and follows instructions for SGs parameter settings. However, limitations remain in the degree of adjustments and numerical parameter suggestions. Conclusion: The analysis demonstrates the feasibility of a designed LLM prompt to adjust SG difficulty and recommend setup parameters, while highlighting areas for improvement in reliability and accuracy.<br/>(AN 184908385); ISSN: 09269630<br/>CINAHL Complete Virtual Reality with Moodle for Training in Telemedicine...19th Health Informatics Meets Digital Health Conference (dHealth), May 6-7, 2025, Vienna, Austria https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184908398&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:ee5df8b2-0a9b-4ab1-c5bf-3849577c0c54 Sat, 01 Mar 2025 05:00:00 +0000 Studies in Health Technology & Informatics; 03/01/2025<br/>Background: Telemedicine is increasingly integrated into healthcare, requiring robust training for healthcare professionals. Traditional training methods often lack realism and immersion, highlighting the need for innovative approaches. Objectives: This study aims to integrate Virtual Reality with Moodle to enhance telemedicine education, focusing on chronic cardiac conditions. Methods: A VRbased training system was developed using Unity and WebXR, integrated with Moodle. The system includes a serious game with virtual patients created using Synthesia AI. Telemedicine experts configure training sessions via Moodle, while learners access preparatory materials and engage with the VR environment. Results: A usability test involving 12 participants showed high satisfaction scores (94.42% for learners, 98.29% for experts). Conclusion: This study demonstrates the potential of integrating VR with Moodle to innovate telemedicine education. The approach offers personalized and accessible training experiences for healthcare professionals to improve telemedicine skills.<br/>(AN 184908398); ISSN: 09269630<br/>CINAHL Complete Speech Presentations for Panelists/ Speakers: (ID-6930) Perception of Indexical Cues in Children and Adults (PICKA) and hearing devices...Second International Pediatric Audiology Congress joint with 15th International Symposium EURO-CIU, April 4-6, 2025, https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185377321&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:d63a8fd5-953f-4c00-da47-0c5ed39f0c25 Sat, 01 Mar 2025 05:00:00 +0000 Journal of Hearing Science; 03/01/2025<br/>Voice is a significant component of speech communication. The human voice can convey talker-specific information through indexical cues, such as speaker identity (e.g., age, sex) and emotional state (is the talker happy or angry?). Voice can also directly contribute to speech understanding, for example through speech segregation in cocktail-party listening. These are situations where listeners with hearing loss have most difficulties. Yet, no clinical test exists for voice and emotion perception, and hearing devices are not yet fitted for these purposes. The PICKA project was set up to unravel the role of voice perception for speech comprehension and identify the difficulties that children and adults with hearing devices (hearing aids, cochlear implants) experience in voice and speech perception. In addition, this project aimed at developing diagnostic tools that can be widely used in clinical settings and in various languages and countries. The PICKA project uses a test battery consisting of four tests, presented through a child-friendly serious game-like interface, each targeting a different aspect of voice or speech perception. The Fishy test measures voice cue sensitivity using an adaptive procedure. The Voice Gender test assesses how voice cues are used and weighed in a voice gender categorization task. The Childfriendly Coordinate Response Measure (CCRM) assesses how voice cues are used to discriminate between competing talkers in a speech perception task with single-talker speech maskers. The EmoHI test measures vocal emotion recognition of three basic emotions (happiness, sadness, anger) in non-language specific pseudospeech. This tutorial session will provide an overview of the PICKA project in three parts. Part one will focus on the background of the PICKA project and will provide an overview of the test populations. Part two will focus on efforts for making the project internationally applicable, using Turkish as an example, by presenting the selection and preparation of the Turkish stimulus material and the design of the Turkish PICKA version. Part three will focus on statistical methods that can be used to characterize childhood developmental trajectories with and without hearing loss, and to investigate interactions with hearing status at the individual level and at a group level.<br/>(AN 185377321); ISSN: 2083389X<br/>CINAHL Complete Engagement in computerized cognitive training instructions by older people. A within-subject design to evaluate comprehension and acceptability of serious games instructions. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=183084213&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:0a3549cd-73ec-0f53-9974-3230f3fd648f Mon, 17 Feb 2025 05:00:00 +0000 Frontiers in Aging; 02/17/2025<br/>(AN 183084213); ISSN: 26736217<br/>CINAHL Complete Unlocking the potential of serious games for rehabilitation in low and middle-income countries: addressing potential and current limitations. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=183060322&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:55eb25d7-c677-7517-b4fc-be2686855105 Fri, 14 Feb 2025 05:00:00 +0000 Frontiers in Digital Health; 02/14/2025<br/>(AN 183060322)<br/>CINAHL Complete Using a Serious Game to Teach Central Line Care in Pediatric Critical Care Nursing. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=182413345&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:bbb50c1e-f77c-c6c6-5276-406629de298f Sat, 01 Feb 2025 05:00:00 +0000 AJN American Journal of Nursing; 02/01/2025<br/>Background: Central venous catheters (CVCs) are used in pediatric patients to deliver IV fluids, blood products, medications, and nutrients. Potential complications include central line infection, which carries a high risk of morbidity and mortality in this population. Pediatric critical care nurses play a crucial role in helping to reduce the risk of infection. Purpose: The aim of this study was to develop, implement, and evaluate the effectiveness of a serious, simulated, gaming-based intervention to improve the skills and knowledge of RNs in the early stages of their career regarding central line insertion, care, and infection prevention. Methods: A single-arm, pre- and postinterventional pilot study was conducted at the Riley Hospital for Children at Indiana University Health, from July 2021 to July 2022. The study participants were bedside pediatric critical care nurses who were provided with education and skills training regarding CVC placement and maintenance through a so-called serious game—essentially, a video game with a purpose. A simulation session and multiple-choice knowledge test were used to assess skills and knowledge retention both before and after the intervention. Results: A total of 32 pediatric critical care nurses participated in the study; however, 1 nurse did not complete the follow-up assessment. The study revealed a statistically significant increase in the overall mean (SD) global performance score from 4.06 (2.11) before the intervention to 5.97 (1.80) afterward. Specific areas of performance also showed significant improvement: handwashing prior to the procedure (P = 0.04), covering the procedure site (P = 0.01), cleaning the site properly (P < 0.01), and ensuring central line placement before use (P < 0.01). However, there was no statistically significant difference in the nurses' performance on the multiple-choice knowledge test before and after the intervention. Conclusion: This study suggests that serious games have the potential to improve nursing education, particularly in complex procedures like central line insertion and maintenance. Our findings indicate that serious gaming is effective in engaging learners and enhancing their skills. More research is needed to evaluate the long-term impact of serious games on learning outcomes and patient care. This study evaluated the effectiveness of a serious, simulated, gaming-based intervention to improve nurses' skills and knowledge regarding central line insertion, care, and infection prevention.<br/>(AN 182413345); ISSN: 0002936X<br/>CINAHL Complete Ergometer for physical conditioning assessment of people with disabilities and parathletes. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=182872939&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:69f7b417-8e0a-a01c-7cf9-56fe87ed803c Sat, 01 Feb 2025 05:00:00 +0000 Clinical Biomechanics; 02/01/2025<br/>Wheelchair users face various health issues, such as cardiac problems, obesity, tissue deformation, and shoulder and wrist injuries. Although the subject of ergometry is known since 1912 and the mechanic of propulsion gesture and wheelchair configuration has been studied over the years, most of the equipment found in the literature are adaptations or lack the tools for standardization of techniques. This paper aims to conduct biomechanical validation of a new wheelchair ergometer (ERGO1) designed for assessing physical fitness and muscle training of the upper limbs of people with disabilities. ERGO1 features modular design, allowing adjustments for seat and backrest, with flywheel-equipped propulsion rims simulating ground propulsion. An electromagnetic system controlled by dedicated hardware and software provides resistance, enabling Wingate and incremental protocols. The tests used the Wingate protocol, and one study was compared to the BRUCE protocol for equivalence of electrocardiogram signals. Ten volunteers underwent the first set of Wingate tests, presenting expected power and fatigue patterns for the loss of physical capacity during exercise. 23 volunteers underwent the test comparing the ERGO1 with a conventional treadmill and the correlation between the ST Segment's behavior was found. ERGO1 is suitable for assessing physical conditioning and enables cardiovascular assessment due to the equivalency to the standard treadmill test. Costs for the systems range from 10 to 27 times less than current commercial options. It obtained a patent in 2022, and ongoing development includes adding more ergonomic adjustments and exploring virtual reality as a serious game to enhance motivation and concentration. • ERGO1 is a wheelchair ergometer faithful to wheelchair users' motor gestures. • It's low-cost, allows ergonomic adjustments, and uses electromagnetic systems. • Can perform Wingate and incremental test protocols. • Is equivalent to the standard treadmill test, enabling cardiovascular assessment. • Was granted a patent in 2022 and ongoing development will add more adjustments.<br/>(AN 182872939); ISSN: 02680033<br/>CINAHL Complete Promoting Self-Efficacy of Nursing Students in Academic Integrity Through a Digital Serious Game: A Pre/Post-Test Study. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=183341881&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:82392678-fc1d-b6dd-306e-12de31f8c704 Sat, 01 Feb 2025 05:00:00 +0000 Nursing Reports; 02/01/2025<br/>Background: Academic integrity is an important component of nursing education, bridging academic ethics with professional practice. This study evaluated the effectiveness of a co-designed Academic Integrity digital serious game in improving nursing students' self-efficacy related to academic integrity, academic offenses, professionalism, and artificial intelligence use. Methods: A pre-test/post-test design was employed, using a bespoke questionnaire to assess 303 first-year nursing students' self-efficacy before and after playing the game. The questionnaire covered five subscales: academic integrity standards, academic offenses, professional values, feedback processes, and AI use in academic work. Results: Statistically significant improvements were observed across all subscales following the intervention, indicating enhanced self-efficacy in understanding and applying academic integrity principles, recognizing academic offenses, demonstrating professional behaviors, utilizing feedback, and appropriately using AI in academic contexts. Conclusions: The Academic Integrity digital serious game has the potential to be an effective tool for enhancing nursing students' self-efficacy in the areas of academic and professional ethics. This approach shows promise for integrating academic integrity-based education in nursing curricula and preparing students for the ethical challenges of modern healthcare practice. This study was not registered.<br/>(AN 183341881); ISSN: 2039439X<br/>CINAHL Complete Clinical validation of an individualized auto-adaptative serious game for combined cognitive and upper limb motor robotic rehabilitation after stroke. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=182470149&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:94c9c50e-34ea-d679-549f-b5ed59b3e523 Thu, 23 Jan 2025 05:00:00 +0000 Journal of NeuroEngineering & Rehabilitation (JNER); 01/23/2025<br/>(AN 182470149); ISSN: 17430003<br/>CINAHL Complete Educational games in nursing education: A bibliometric and content analysis. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=182155234&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:25b219f9-ede6-5be9-9a8b-a2036295763a Wed, 01 Jan 2025 05:00:00 +0000 Nurse Education in Practice; 01/01/2025<br/>To conduct a bibliometric and content analysis of publications on educational games in the field of nursing education. Educational games are an innovative active teaching method. Its use in nursing education has advantages; it has the potential to support students' active participation in the educational process. Bibliometric and content analysis. The data for this study were screened from the Web of Science database. Bibliometric analysis and data visualization were performed using VOSviewer and Bibliometrix software, employing techniques such as scientific mapping and performance analysis. For content analysis, a synthetic knowledge synthesis approach based on bibliometric mapping was adopted. A total of 223 publications involving 819 authors were analyzed. These publications appeared in 87 different journals, with an average of 1.67 citations per publication. The journals "Nurse Education Today" and "Clinical Simulation in Nursing" featured the highest number of articles. The USA and Spain were leading countries in terms of total link strength, connections and the number of articles and citations. The most frequently cited author was Gómez-Urquiza (n = 308). Commonly used keywords included "nursing education," "gamification," "serious games," and "nursing students." The content analysis revealed five primary themes: 1) technology in nursing education, 2) effects of educational games, 3) applications of educational games in nursing education, 4) types of educational games used in nursing education and 5) gamification in the learning-teaching process. Research on educational games in nursing education is on the rise. The findings of this study provide new insights for researchers interested in the application of educational games in nursing education.<br/>(AN 182155234); ISSN: 14715953<br/>CINAHL Complete Are serious games seriously good at preparing students for clinical practice?: A randomized controlled trial. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=182209856&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:48a3a9b4-e8f3-ed31-f79c-a0626fd79370 Wed, 01 Jan 2025 05:00:00 +0000 Medical Teacher; 01/01/2025<br/>Purpose: Serious games (SGs) have great potential for pediatric medical education. This study evaluated the efficacy of a SG in improving learner satisfaction, knowledge, and behavior. Materials and methods: This was an investigator-blinded randomized controlled trial (RCT) comparing a SG against two controls: (i) adaptive tutorial (AT), and (ii) low-stimulus control (LSC). SG is a highly immersive role-playing game in a virtual hospital. AT delivers interactive web-based lessons. LSC is paper-based clinical practice guidelines. Metropolitan senior medical students at UNSW were eligible. A total of 154 enrolled and were block randomized to one intervention. Participants had access to one intervention for 8 weeks which taught pediatric acute asthma and seizure assessment and management. Satisfaction was assessed with Likert-scale responses to 5 statements and 2 free-text comments. Knowledge was assessed with 10 multiple-choice questions (MCQs). Clinical behavior was assessed during a 30-point simulated clinical management scenario (CMS). Primary analysis was performed on a modified intention-to-treat basis and compared: (1) SG vs. AT; and (2) SG vs. LSC. Results: A total of 118 participants were included in the primary analysis (modified intention-to-treat model). No significant differences in MCQ results between the SG and control groups. SG group outperformed the LSC group in the CMS, with a moderate effect (score out of 30: 20.8 (3.2) vs. 18.7 (3.2), respectively, d = 0.65 (0.2–1.1), p = 0.005). No statistically significant difference between SG and AT groups in the CMS (score: 20.8 (3.2) vs. 19.8 (3.1), respectively, d = 0.31 (–0.1 to 0.8), p = 0.18). A sensitivity analysis (per-protocol model) was performed with similar outcomes. Conclusions: This is the first investigator-blinded RCT assessing the efficacy of a highly immersive SG on learner attitudes, knowledge acquisition, and performance in simulated pediatric clinical scenarios. The SG demonstrated improved translation of knowledge to a simulated clinical environment, particularly compared to LSC. SGs show promise in pediatric medical education.<br/>(AN 182209856); ISSN: 0142159X<br/>CINAHL Complete Serious game as an educational tool to promote the health of children and adolescents with cancer. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=185112771&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:0039c3df-3e3b-bd31-177c-30bcc88400ae Wed, 01 Jan 2025 05:00:00 +0000 Investigacion & Educacion en Enfermeria; 01/01/2025<br/>Objective. To develop and evaluate the usability of a serious game as an educational tool for promoting the health of children and adolescents with cancer. Methods. The Contextualized Instructional Design (CID) methodology was applied to develop the serious game, structured in five stages: analysis, design, development, implementation, and evaluation. Usability assessment included children and adolescents diagnosed with cancer in a public federal referral hospital in a city in Northeastern Brazil, from April to June 2024. A sociodemographic questionnaire and the System Usability Scale with values ranging from 0 to 100 points were used. Results. The serious game, entitled Oncoped: on the health journey, is an educational and playful board game that contains eight personalized Paper Toys, 35 houses, and 100 cards divided into multiple-choice questions about cancers, diagnosis, treatments, and challenges; and cards containing information and care tips. The usability assessment was carried out by 12 hospitalized children and 3 adolescents, who after using the game filled out the information on the scale, resulting in a mean score of 95.16 points. Conclusion. The serious game Oncoped: on the health journey is a fun and playful educational tool that provides effective and active learning. The educational technology received an excellent usability assessment among the game's target audience. Thus, it was found that the tool is innovative and has good acceptability for teaching and promoting the health of children and adolescents with cancer.<br/>(AN 185112771); ISSN: 01205307<br/>CINAHL Complete Assessing effectiveness of serious game training designed to assist in upper limb prosthesis rehabilitation. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=181823872&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:9153f31b-aa3d-5add-68c6-e6cbcb50bd00 Mon, 23 Dec 2024 05:00:00 +0000 Frontiers in Rehabilitation Sciences; 12/23/2024<br/>(AN 181823872)<br/>CINAHL Complete Corrigendum: Assessing effectiveness of serious game training designed to assist in upper limb prosthesis rehabilitation...By Maas B, Van Der Sluis CK, Bongers RM. (2024). Front. Rehabil. Sci. 5:1353077. doi: 10. 3389/fresc.2024.1353077 https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=181823873&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:9ccb9a44-5b03-5da0-cbb7-86ef0de1b4dd Mon, 23 Dec 2024 05:00:00 +0000 Frontiers in Rehabilitation Sciences; 12/23/2024<br/>(AN 181823873)<br/>CINAHL Complete Inclusivity is child's play: pilot study on usability, acceptability and user experience of a sensory-motor PC game for children with cerebral palsy (GiocAbile). https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=181829906&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:1b9a09d0-82c2-db6d-5ea4-8fc407319932 Fri, 20 Dec 2024 05:00:00 +0000 Italian Journal of Pediatrics; 12/20/2024<br/>Background: The use of video games in rehabilitation settings is gaining increasing popularity. However, the lack of commercial video games suitable for children with disabilities and the disappointing user experience of serious games limit their applicability. The aim of this study was to assess the usability, acceptability and user experience of GiocAbile, an active video game for children with cerebral palsy (CP). Methods: This multicenter pilot observational study was conducted from May to September 2022 at the participating institutions, and enrolled school-aged children affected by CP. Enrolled children played GiocAbile in single-player mode for one hour. The gaming experience was evaluated through self-assessment questionnaires. Non-parametric correlation analysis was conducted to examine the influence of motor and cognitive abilities (GMFCS, MACS, ICF) on declared usability and acceptability. Results: Nineteen children (9.01 ± 1.95 years, 63.1% male) with mild to severe CP were enrolled. The 100% of respondents expressed satisfaction and fulfillment associated with gameplay, with no reports of frustration or disappointment. The 83% would recommend the game to a friend. The controllers were generally deemed easy to use and maneuver, with very few reports of discomfort associated with their use. No correlations were found between usability/acceptability levels and measures of impairment (i.e., GMFCS, MACS, and ICF scales), while cognitive impairment positively correlated with satisfaction during gameplay. Conclusions: GiocAbile is an accessible, user-friendly and enjoyable tool for children with CP, regardless of level of impairment. Based on existing literature, we hypothesize that GiocAbile may improve motivation, participation, and rehabilitation outcomes in children with CP, although further studies are needed to confirm our hypothesis.<br/>(AN 181829906); ISSN: 17208424<br/>CINAHL Complete Impact of a serious game on anaesthesia resident performance in operating theatre equipment check procedures: a randomised controlled study. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=180931387&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:a8cbc872-0748-03ad-f19a-a06fd2f4b7a5 Sun, 01 Dec 2024 05:00:00 +0000 BJA: The British Journal of Anaesthesia; 12/01/2024<br/>(AN 180931387); ISSN: 00070912<br/>CINAHL Complete Evaluating a Kid's Dementia Awareness Game with Pre-Licensure Children and Young People's Nursing (CYP) Students in Northern Ireland – A Pre/Posttest Study. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=181277279&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:fa06cfe1-4c08-f12b-4144-75fe06147453 Sun, 01 Dec 2024 05:00:00 +0000 Comprehensive Child & Adolescent Nursing; 12/01/2024<br/>Dementia not only affects the person living with the condition but also their family and wider social circle. For that reason, it is important to educate family members, the wider public and health professionals. How a child and young people's (CYP) nurse supports and responds to a CYP whose family member has dementia or acts as a carer is of interest to pre-licensure (pre-registration) CYP nursing programs. With serious games becoming more common as a method to educate a diverse population regardless of age and gender, this study aims to learn if playing a kid's dementia awareness game improves CYP nursing student's attitude to dementia using a validated pre-/posttest questionnaire. This study adopted a pretest, posttest design to assess the attitudes of pre-licensure CYP nursing students toward dementia. The Approaches to Dementia Questionnaire (ADQ) was administered before and after playing a serious CYP kid's dementia game developed by children and people living with dementia for 10- to 11-year-old children. The ADQ measured the total score, Hope subscale, and person-centered approaches. Matched paired t-test was used for analysis conducted with SPSS statistics 29. Seventy-two participants, from one university in Northern Ireland, completed pretest measures, of these, 55 also completed the posttest questionnaire. The participating CYP pre-licensure undergraduate and postgraduate nursing students demonstrated a significant increase in overall dementia attitudes post-gameplay, with an increase from 78.31 to 83.27. Subscales for Hope (27.75 to 30.44) and person-centered approaches also exhibited significant improvement (50.56 to 52.84). Demographic data revealed all participants as female, with 50% knowing a person living with dementia, and limited training experiences. In conclusion, this study has shown a positive response to playing a dementia game relevant to the child population. This adds to the literature building on the use of serious games for health education. Attitudes and hope scales increased with the use of the game.<br/>(AN 181277279); ISSN: 24694193<br/>CINAHL Complete Arriba y Adelante: Looking Outward and Moving Ahead. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=181969662&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:c72678ef-f5a2-9fbf-5156-95e9816c139f Sun, 01 Dec 2024 05:00:00 +0000 PTJ: Physical Therapy & Rehabilitation Journal; 12/01/2024<br/>Judith E. Deutsch, PT, PhD, FAPTA, the 55th McMillan Lecturer, is professor and director of the Research in Virtual Environments and Rehabilitation Sciences (Rivers) Lab in the Doctoral Programs in Physical Therapy in the School of Health Professions at Rutgers University. Her current research includes the development and testing of virtual reality, serious games to improve mobility and fitness of individuals with neurologic health conditions, and knowledge translation to strengthen evidence-based practice. Her research has been funded by the National Institutes of Health, the National Science Foundation, and the American Hospital Association. She also has longstanding interest and scholarship in integrating complementary therapies into physical therapy. Dr Deutsch has been recognized with awards for teaching, research, mentoring, service and publications from the American Physical Therapy Association (APTA), Academy of Neurologic Physical Therapy, the New Jersey chapter of APTA, the International Society for Virtual Rehabilitation, the Kessler Institute for Rehabilitation, the University of Southern California, and Rutgers University.<br/>(AN 181969662); ISSN: 15386724<br/>CINAHL Complete طراحی ، اجرا و ارزشیابی شبیه سازی درس طب اورژانس در قالب بازی جدی. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=182783102&site=ehost-live serious games on 2018-08-02 03:30 PM urn:uuid:86560fa7-7ae2-42f5-44e2-61605989c0b9 Sun, 01 Dec 2024 05:00:00 +0000 Pars Journal of Medical Sciences; 12/01/2024<br/>Introduction: The teaching of emergency medicine as an important subject is of particular importance in medical education. The use of games and gamification in education as a technology to enhance learning is of great importance today and its effects on learning in a fun and motivating environment can help improve the teaching of medical sciences. The main objective of this thesis is to design, implement and evaluate a simulation of an emergency medicine course in the form of a serious game. Methods & Materials: This study is a quasi-experimental survey conducted on 60 external and internal students with easy sampling and all students in July, August, September and October in the emergency medicine unit in the form of a census .Thirty participants from the intervention group (Emergency Medicine students from September and August) and the control group (Emergency Medicine students from June and July) were recruited. The game was developed as a game application, capable of running on systems and mobile devices at (https: //emergencygame.ir/?p=134) to evaluate each step of student learning through writing scores and satisfaction on a 10-part scale, and their opinions were examined through interviews and extracted semantic codes. Descriptive and analytic statistics was used to analysis. Results: The average scores of the students of the two groups showed the effect of the intervention on students' learning (t-test: -2.47, P=0.01). Students' satisfaction with (7.93±1.78) indicates a good satisfaction with its implementation and the average time spent 142.80 showed that the intervention was able to attract students' concentration and interest. Students positively evaluated the effects of gamification on learning indicators in qualitative evaluation through interviews. Conclusion: Considering the impact of gamification on students' satisfaction and learning indicators and their interest in emerging technologies, this method is recommended in medical science education.<br/>(AN 182783102); ISSN: 27170284<br/>CINAHL Complete 342 Improving CPR Training Outcomes with Virtual Reality: A Comparative Analysis of Serious Games and Traditional Teaching Methods. https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=180531516&site=ehost-live serious games on 2018-08-02 03:16 PM urn:uuid:042afdb1-6f55-d1cc-4c68-f349e42c417d Sat, 02 Nov 2024 04:00:00 +0000 Resuscitation; 11/02/2024<br/>(AN 180531516); ISSN: 03009572<br/>CINAHL Complete