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  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">JMIR</journal-id>
      <journal-id journal-id-type="nlm-ta">J Med Internet Res</journal-id>
      <journal-title>Journal of Medical Internet Research</journal-title>
      <issn pub-type="epub">1438-8871</issn>
      <publisher>
        <publisher-name>JMIR Publications</publisher-name>
        <publisher-loc>Toronto, Canada</publisher-loc>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="publisher-id">v21i3e12994</article-id>
      <article-id pub-id-type="pmid">30920375</article-id>
      <article-id pub-id-type="doi">10.2196/12994</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Review</subject>
        </subj-group>
        <subj-group subj-group-type="article-type">
          <subject>Review</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Serious Gaming and Gamification Education in Health Professions: Systematic Review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="editor">
          <name>
            <surname>Marusic</surname>
            <given-names>Ana</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Katavic</surname>
            <given-names>Vedran</given-names>
          </name>
        </contrib>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Alkoudmani</surname>
            <given-names>Ramez</given-names>
          </name>
        </contrib>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Blondon</surname>
            <given-names>Katherine</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib contrib-type="author" id="contrib1" corresp="yes">
          <name name-style="western">
            <surname>Gentry</surname>
            <given-names>Sarah Victoria</given-names>
          </name>
          <degrees>BMBS, MPhil</degrees>
          <xref rid="aff01" ref-type="aff">1</xref>
          <address>
            <institution>Norwich Medical School</institution>
            <institution>University of East Anglia</institution>
            <addr-line>Norwich Research Park</addr-line>
            <addr-line>Norwich, NR4 7TJ</addr-line>
            <country>United Kingdom</country>
            <phone>44 1603 456161</phone>
            <email>sarah.gentry@doctors.org.uk</email>
          </address>
          <xref rid="aff02" ref-type="aff">2</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0002-0805-0200</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib2">
          <name name-style="western">
            <surname>Gauthier</surname>
            <given-names>Andrea</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff03" ref-type="aff">3</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0002-0059-8685</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib3">
          <name name-style="western">
            <surname>L’Estrade Ehrstrom</surname>
            <given-names>Beatrice</given-names>
          </name>
          <degrees>MD</degrees>
          <xref rid="aff04" ref-type="aff">4</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0003-4524-487X</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib4">
          <name name-style="western">
            <surname>Wortley</surname>
            <given-names>David</given-names>
          </name>
          <degrees>FRSA</degrees>
          <xref rid="aff05" ref-type="aff">5</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0001-5598-6987</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib5">
          <name name-style="western">
            <surname>Lilienthal</surname>
            <given-names>Anneliese</given-names>
          </name>
          <degrees>MS</degrees>
          <xref rid="aff04" ref-type="aff">4</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0001-5298-3289</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib6">
          <name name-style="western">
            <surname>Tudor Car</surname>
            <given-names>Lorainne</given-names>
          </name>
          <degrees>MD, PhD</degrees>
          <xref rid="aff06" ref-type="aff">6</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0001-8414-7664</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib7">
          <name name-style="western">
            <surname>Dauwels-Okutsu</surname>
            <given-names>Shoko</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff07" ref-type="aff">7</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0002-2566-4650</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib8">
          <name name-style="western">
            <surname>Nikolaou</surname>
            <given-names>Charoula K</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff08" ref-type="aff">8</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0001-6519-4174</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib9">
          <name name-style="western">
            <surname>Zary</surname>
            <given-names>Nabil</given-names>
          </name>
          <degrees>MD, PhD</degrees>
          <xref rid="aff04" ref-type="aff">4</xref>
          <xref rid="aff09" ref-type="aff">9</xref>
          <xref rid="aff10" ref-type="aff">10</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0001-8999-6999</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib10">
          <name name-style="western">
            <surname>Campbell</surname>
            <given-names>James</given-names>
          </name>
          <degrees>MPH, MSc</degrees>
          <xref rid="aff11" ref-type="aff">11</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0002-2294-2547</ext-link>
        </contrib>
        <contrib contrib-type="author" id="contrib11">
          <name name-style="western">
            <surname>Car</surname>
            <given-names>Josip</given-names>
          </name>
          <degrees>MD, PhD</degrees>
          <xref rid="aff07" ref-type="aff">7</xref>
          <ext-link ext-link-type="orcid">http://orcid.org/0000-0001-8969-371X</ext-link>
        </contrib>
      </contrib-group>
      <aff id="aff01">
      <label>1</label>
      <institution>Norwich Medical School</institution>
      <institution>University of East Anglia</institution>  
      <addr-line>Norwich</addr-line>
      <country>United Kingdom</country></aff>
      <aff id="aff02">
      <label>2</label>
      <institution>Department of Primary Care and Public Health</institution>
      <institution>School of Public Health</institution>  
      <institution>Imperial College London</institution>  
      <addr-line>London</addr-line>
      <country>United Kingdom</country></aff>
      <aff id="aff03">
      <label>3</label>
      <institution>Institute of Medical Science</institution>
      <institution>Faculty of Medicine</institution>  
      <institution>University of Toronto</institution>  
      <addr-line>Toronto, ON</addr-line>
      <country>Canada</country></aff>
      <aff id="aff04">
      <label>4</label>
      <institution>Department of Learning, Informatics, Management and Ethics</institution>
      <institution>Karolinska Institutet</institution>  
      <addr-line>Stockholm</addr-line>
      <country>Sweden</country></aff>
      <aff id="aff05">
        <label>5</label>
        <institution>Royal Society of Arts</institution>
        <addr-line>London</addr-line>
        <country>United Kingdom</country>
      </aff>
      <aff id="aff06">
      <label>6</label>
      <institution>Family Medicine and Primary Care</institution>
      <institution>Lee Kong Chian School of Medicine</institution>  
      <institution>Nanyang Technological University</institution>  
      <addr-line>Singapore</addr-line>
      <country>Singapore</country></aff>
      <aff id="aff07">
      <label>7</label>
      <institution>Centre for Population Health Sciences</institution>
      <institution>Lee Kong Chian School of Medicine</institution>  
      <institution>Nanyang Technological University</institution>  
      <addr-line>Singapore</addr-line>
      <country>Singapore</country></aff>
      <aff id="aff08">
      <label>8</label>
      <institution>Centre de Philosophie du Droit (Cellule Biogov)</institution>
      <institution>Universite Catholique de Louvain</institution>  
      <addr-line>Louvain-la-Neuve</addr-line>
      <country>Belgium</country></aff>
      <aff id="aff09">
      <label>9</label>
      <institution>Games for Health Innovations Centre</institution>
      <institution>Lee Kong Chian School of Medicine</institution>  
      <institution>Nanyang Technological University</institution>  
      <addr-line>Singapore</addr-line>
      <country>Singapore</country></aff>
      <aff id="aff10">
      <label>10</label>
      <institution>Emerging Technologies Lab</institution>
      <institution>Mohammed VI University of Health Sciences</institution>  
      <addr-line>Casablanca</addr-line>
      <country>Morocco</country></aff>
      <aff id="aff11">
      <label>11</label>
      <institution>Health Workforce Department</institution>
      <institution>World Health Organization</institution>  
      <addr-line>Geneva</addr-line>
      <country>Switzerland</country></aff>
      <author-notes>
        <corresp>Corresponding Author: Sarah Victoria Gentry 
        <email>sarah.gentry@doctors.org.uk</email></corresp>
      </author-notes>
      <pub-date pub-type="collection"><month>03</month><year>2019</year></pub-date>
      <pub-date pub-type="epub">
        <day>28</day>
        <month>03</month>
        <year>2019</year>
      </pub-date>
      <volume>21</volume>
      <issue>3</issue>
      <elocation-id>e12994</elocation-id>
      <!--history from ojs - api-xml-->
      <history>
        <date date-type="received">
          <day>30</day>
          <month>11</month>
          <year>2018</year>
        </date>
        <date date-type="rev-request">
          <day>21</day>
          <month>12</month>
          <year>2018</year>
        </date>
        <date date-type="rev-recd">
          <day>21</day>
          <month>1</month>
          <year>2019</year>
        </date>
        <date date-type="accepted">
          <day>5</day>
          <month>2</month>
          <year>2019</year>
        </date>
      </history>
      <copyright-statement>©Sarah Victoria Gentry, Andrea Gauthier, Beatrice L’Estrade Ehrstrom, David Wortley, Anneliese Lilienthal, Lorainne Tudor Car, Shoko Dauwels-Okutsu, Charoula K Nikolaou, Nabil Zary, James Campbell, Josip Car. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 28.03.2019.</copyright-statement>
      <copyright-year>2019</copyright-year>
      <license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
        <p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.</p>
      </license>
      <self-uri xlink:href="http://www.jmir.org/2019/3/e12994/" xlink:type="simple"/>
      <abstract>
        <sec sec-type="background">
          <title>Background</title>
          <p>There is a worldwide shortage of health workers, and this issue requires innovative education solutions. Serious gaming and gamification education have the potential to provide a quality, cost-effective, novel approach that is flexible, portable, and enjoyable and allow interaction with tutors and peers.</p>
        </sec>
        <sec sec-type="objective">
          <title>Objective</title>
          <p>The aim of this systematic review was to evaluate the effectiveness of serious gaming/gamification for health professions education compared with traditional learning, other types of digital education, or other serious gaming/gamification interventions in terms of patient outcomes, knowledge, skills, professional attitudes, and satisfaction (primary outcomes) as well as economic outcomes of education and adverse events (secondary outcomes).</p>
        </sec>
        <sec sec-type="methods">
          <title>Methods</title>
          <p>A comprehensive search of MEDLINE, EMBASE, Web of Knowledge, Educational Resources Information Centre, Cochrane Central Register of Controlled Trials, PsycINFO, and Cumulative Index to Nursing and Allied Health Literature was conducted from 1990 to August 2017. Randomized controlled trials (RCTs) and cluster RCTs were eligible for inclusion. Two reviewers independently searched, screened, and assessed the study quality and extracted data. A meta-analysis was not deemed appropriate due to the heterogeneity of populations, interventions, comparisons, and outcomes. Therefore, a narrative synthesis is presented.</p>
        </sec>
        <sec sec-type="results">
          <title>Results</title>
          <p>A total of 27 RCTs and 3 cluster RCTs with 3634 participants were included. Two studies evaluated gamification interventions, and the remaining evaluated serious gaming interventions. One study reported a small statistically significant difference between serious gaming and digital education of primary care physicians in the time to control blood pressure in a subgroup of their patients already taking antihypertensive medications. There was evidence of a moderate-to-large magnitude of effect from five studies evaluating individually delivered interventions for objectively measured knowledge compared with traditional learning. There was also evidence of a small-to-large magnitude of effect from 10 studies for improved skills compared with traditional learning. Two and four studies suggested equivalence between interventions and controls for knowledge and skills, respectively. Evidence suggested that serious gaming was at least as effective as other digital education modalities for these outcomes. There was insufficient evidence to conclude whether one type of serious gaming/gamification intervention is more effective than any other. There was limited evidence for the effects of serious gaming/gamification on professional attitudes. Serious gaming/gamification may improve satisfaction, but the evidence was limited. Evidence was of low or very low quality for all outcomes. Quality of evidence was downgraded due to the imprecision, inconsistency, and limitations of the study.</p>
        </sec>
        <sec sec-type="conclusions">
          <title>Conclusions</title>
          <p>Serious gaming/gamification appears to be at least as effective as controls, and in many studies, more effective for improving knowledge, skills, and satisfaction. However, the available evidence is mostly of low quality and calls for further rigorous, theory-driven research.</p>
        </sec>
      </abstract>
      <kwd-group>
        <kwd>video games</kwd>
        <kwd>education, professional</kwd>
        <kwd>review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec sec-type="introduction">
      <title>Introduction</title>
      <p>Innovative approaches and modalities for education in health professions education are constantly sought to improve teaching and learning and ultimately patient care and outcomes. Digital education may be one such innovation. This review focuses on serious gaming and gamification education.</p>
      <p>For the purposes of this review, we have used the terminology defined by Alvarez [<xref ref-type="bibr" rid="ref1">1</xref>,<xref ref-type="bibr" rid="ref2">2</xref>]. The term “serious game” was used to refer only to games designed specifically for the “serious” purpose of providing health professions education via a digital device. The term “serious diverting” was used to refer to the use of games originally designed primarily for entertainment used without modification, as part of health professions education delivered via a digital device. “Serious gaming” was used to refer to any use of digital games for health professions education, thereby encompassing “serious games” and “serious diverting.”</p>
      <p>A related but separate concept—“gamification”—can be defined as “the application of the characteristics and benefits of games to real world processes or problems” [<xref ref-type="bibr" rid="ref3">3</xref>]. Gamification differs from serious games in terms of the design intention, with gamification interventions involving the application of game elements with a utilitarian purpose and serious games designed as full-fledged games for a purpose other than just entertainment [<xref ref-type="bibr" rid="ref4">4</xref>]. Wortley suggests that both may be experienced by the user as a complete game, although typically, gamification involves the use of game components outside a game setting, such as rewarding users completing an electronic learning (e-learning) module with badges or points. Gamification has the potential to allow for greater involvement of the user in setting his/her own objectives or outcomes, personalization of the intervention, and cost-effectiveness [<xref ref-type="bibr" rid="ref3">3</xref>]. Most, but not all, uses of the term refer to interventions involving the use of enabling digital technologies.</p>
      <p>Serious gaming/gamification has the potential to provide learners with opportunities to be part of active learning, solving clinical problems, and gaining experience in risk-free surroundings [<xref ref-type="bibr" rid="ref5">5</xref>], without needing to involve patients. Learners may have the opportunity to develop analytical skills, strategic thinking, knowledge, multitasking, decision making, communication, and psychomotor skills [<xref ref-type="bibr" rid="ref6">6</xref>], with multiplayer functions providing opportunities for collaborative learning [<xref ref-type="bibr" rid="ref7">7</xref>]. The motivational properties of gaming have the potential to be harnessed for educational purposes [<xref ref-type="bibr" rid="ref8">8</xref>]. Serious gaming/gamification can be used at a time and place that suits the learner. The reusable nature of serious gaming/gamification may allow more frequent or longer interactions, free up lecturer time, and provide monetary savings [<xref ref-type="bibr" rid="ref9">9</xref>]. However, this could lead to reduced opportunities to ask questions, hold discussions, and spend time with patients. Use of such interventions within small groups, with lecturer support, could allow for discussion and interaction but would likely increase lecturer time needed as compared to traditional learning. Serious gaming/gamification, like other kinds of e-learning, may ease the process of updating materials, as modifications to content can be made continuously, unlike with a text book.</p>
      <p>Although serious gaming and gamification interventions appear to have much potential, rigorous evaluation is required to assess whether they can lead to effective learning. There is a potential for the game or game elements to become a distraction rather than a facilitator of learning, with the method “more memorable than the message” [<xref ref-type="bibr" rid="ref10">10</xref>]; therefore, the quality of learning must be the focus, as opposed to the capabilities of the technology used [<xref ref-type="bibr" rid="ref11">11</xref>].</p>
      <p>This systematic review is one of a series of reviews evaluating the scope for implementation and potential impact of a wide range of digital health education interventions for pre- and postregistration health professions. This review was conducted in collaboration with the World Health Organization’s Health Workforce Department. The objective of this work is to compare the effectiveness of serious gaming and gamification education versus various controls in improving learners’ knowledge, skills, professional attitudes, and satisfaction as well as patient outcomes.</p>
    </sec>
    <sec sec-type="methods">
      <title>Methods</title>
      <p>While conducting and reporting the review, we adhered to the gold-standard systematic review methods recommended by the Cochrane Collaboration [<xref ref-type="bibr" rid="ref12">12</xref>]. For a detailed description of the methodology, please refer to our previous paper [<xref ref-type="bibr" rid="ref13">13</xref>].</p>
      <sec>
        <title>Search Strategy and Data Sources</title>
        <p>We comprehensively searched the following databases between 1990 and August 2017: MEDLINE (Ovid), EMBASE (Elsevier), Web of Science, Educational Resource Information Centre (Ovid), Cochrane Central Register of Controlled Trials (CENTRAL), (The Cochrane Library), PsycINFO (Ovid), and Cumulative Index to Nursing and Allied Health Literature (EBSCO). The search strategy for MEDLINE is presented in the <xref ref-type="app" rid="app1">Multimedia Appendix 1</xref>. We searched for papers in English but considered eligible studies in any language. We also searched two trials registries, reference lists of all included studies, and relevant systematic reviews and contacted the relevant investigators for further information.</p>
      </sec>
      <sec>
        <title>Eligibility Criteria</title>
        <p>We included randomized controlled trials (RCTs) and cluster RCTs (cRCTs) of pre- and postregistration health professions using serious gaming/gamification with any type of controls (traditional learning, digital education, or another type of serious gaming/gamification intervention), which measured patient outcomes, knowledge, skills (cognitive and psychomotor), professional attitudes, and satisfaction (primary outcomes) and adverse effects or costs (secondary outcomes). We excluded crossover trials due to the high likelihood of carry-over effect. Participants were not excluded on the basis of sociodemographic characteristics such as age, gender, ethnicity, or any other related characteristics. Outcome definitions are available in the associated paper [<xref ref-type="bibr" rid="ref13">13</xref>].</p>
      </sec>
      <sec>
        <title>Data Selection, Extraction, and Management</title>
        <p>The search results from different electronic databases were combined in a single EndNote library (X 8.2; Clarivate Analytics, Philadelphia, PA), and duplicate records were removed. Two reviewers independently screened titles and abstracts to identify studies that potentially met the inclusion criteria. The full texts of these articles were retrieved and read. Two review authors independently assessed these articles against the eligibility criteria (SG, AG, and BE). At least two reviewers independently extracted the data for each of the included studies using a structured data-extraction form. We extracted all relevant data on the characteristics of participants, interventions, controls, and outcomes measures. For continuous data, we reported standardized mean differences and SDs. None of the studies reported dichotomous data. Disagreements were resolved through discussion.</p>
      </sec>
      <sec>
        <title>Assessment of Risk of Bias</title>
        <p>Two reviewers independently assessed the risk of bias of the included studies using the Cochrane Collaboration’s “Risk of bias” tool [<xref ref-type="bibr" rid="ref12">12</xref>]. Studies were assessed for the risk of bias in the following domains: random sequence generation, allocation concealment, blinding (participants and personnel), blinding (outcome assessment), completeness of outcome data (attrition bias), selective outcome reporting (reporting bias), and other risk of bias. For cRCTs, we also assessed recruitment bias, baseline imbalances, loss of clusters, and incorrect analysis. Judgements concerning the risk of bias for each study were classified as high, low, or unclear.</p>
      </sec>
      <sec>
        <title>Data Synthesis</title>
        <p>Data were synthesized using Review Manager (Version 5.3; The Nordic Cochrane Centre, The Cochrane Collaboration, Copenhagen, Denmark). Included studies were insufficiently homogenous in terms of population, inclusion criteria, interventions, and outcomes for meta-analysis. The decision not to perform a meta-analysis was made by a consensus of review authors. We present a narrative synthesis of findings, with effect sizes calculated for outcomes where there were sufficient data. Where possible, we assessed the quality of studies and size of effect. Results are presented by outcome and separately for each comparison (serious gaming/gamification vs traditional learning, serious gaming/gamification vs digital health education, and serious gaming/gamification vs serious gaming/gamification).</p>
      </sec>
      <sec>
        <title>Assessment of Evidence Quality</title>
        <p>The results for comparisons between serious gaming/gamification and traditional learning as well as serious gaming/gamification and digital education are presented in the narrative summary of findings tables (<xref ref-type="table" rid="table7">Tables 7</xref> and <xref ref-type="table" rid="table8">8</xref>). Two authors (SG and AG) rated the overall quality of the evidence as implemented and described in GRADEprofiler (GRADEproGDT online version; Evidence Prime, Inc, Hamilton, ON, Canada) and chapter 11 of the Cochrane Handbook for Systematic Reviews of Interventions [<xref ref-type="bibr" rid="ref12">12</xref>]. We considered the following criteria to assess the quality of the evidence: limitations of studies (risk of bias), inconsistency of results, indirectness of the evidence, imprecision, and publication bias. We also downgraded the quality, where appropriate. This was done for all primary outcomes reported in the review.</p>
      </sec>
    </sec>
    <sec sec-type="results">
      <title>Results</title>
      <p>Our searches yielded a total of 30,532 citations and 30 studies (27 RCTs and 3 cRCTs) including 3634 participants (<xref ref-type="fig" rid="figure1">Figure 1</xref>).</p>
      <sec>
        <title>Included Studies</title>
        <sec>
          <title>Study Designs and Populations</title>
          <p>Sample sizes ranged from 14 [<xref ref-type="bibr" rid="ref14">14</xref>] to 1470 [<xref ref-type="bibr" rid="ref15">15</xref>] participants. Almost half the included studies had sample sizes below 50.</p>
          <fig id="figure1" position="float">
            <label>Figure 1</label>
            <caption>
              <p>PRISMA flow chart. PRISMA: Preferred Reporting Items for Systematic Reviews and Meta-Analyses; RCT: randomized controlled trial.</p>
            </caption>
            <graphic xlink:href="jmir_v21i3e12994_fig1.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
          </fig>
          <p>Fourteen studies were conducted in Europe [<xref ref-type="bibr" rid="ref16">16</xref>-<xref ref-type="bibr" rid="ref30">30</xref>], and 11 studies were conducted in North America [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref31">31</xref>-<xref ref-type="bibr" rid="ref40">40</xref>], one of which recruited participants from 63 countries via the internet [<xref ref-type="bibr" rid="ref15">15</xref>]. One study was conducted in Singapore [<xref ref-type="bibr" rid="ref41">41</xref>]. Four studies were conducted in middle-income countries, three of which were conducted in Brazil [<xref ref-type="bibr" rid="ref42">42</xref>-<xref ref-type="bibr" rid="ref44">44</xref>]. One study was conducted by authors based in China and Taiwan, but it was unclear where the study itself was carried out [<xref ref-type="bibr" rid="ref45">45</xref>]. None of the included studies were conducted in low-income countries. Details of study designs and population for each trial are compared in <xref ref-type="table" rid="table1">Tables 1</xref>-<xref ref-type="table" rid="table3">3</xref> and a summary is given below.</p>
          <p>Eleven studies included only medical students [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref16">16</xref>,<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref20">20</xref>,<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref45">45</xref>]. Five studies included only nursing students [<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref41">41</xref>] and four included only surgical residents [<xref ref-type="bibr" rid="ref18">18</xref>,<xref ref-type="bibr" rid="ref30">30</xref>,<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref38">38</xref>]. The remaining studies included primary care doctors (n=2) [<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]; dental students (n=2) [<xref ref-type="bibr" rid="ref21">21</xref>,<xref ref-type="bibr" rid="ref32">32</xref>]; anesthesiology residents (n=1) [<xref ref-type="bibr" rid="ref35">35</xref>]; urologists (n=1) [<xref ref-type="bibr" rid="ref15">15</xref>]; speech and language science students (n=1) [<xref ref-type="bibr" rid="ref44">44</xref>]; participants of the Major Incident Medical Management and Support course, which typically includes doctors, nurses, and paramedics with an interest in prehospital care (n=1) [<xref ref-type="bibr" rid="ref23">23</xref>]; nursing and medical students (n=1) [<xref ref-type="bibr" rid="ref28">28</xref>]; and medical students, residents, and specialists in Obstetrics and Gynecology (n=1, reported in one article and one conference abstract) [<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref34">34</xref>].</p>
          <table-wrap position="float" id="table1">
            <label>Table 1</label>
            <caption>
              <p>Study designs and populations of the included studies comparing serious gaming/gamification and traditional learning.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="240"/>
              <col width="100"/>
              <col width="220"/>
              <col width="120"/>
              <col width="320"/>
              <thead>
                <tr valign="top">
                  <td>Study</td>
                  <td>Study type</td>
                  <td>Population (n)</td>
                  <td>Country</td>
                  <td>Field of study</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Adams et al 2012 [<xref ref-type="bibr" rid="ref31">31</xref>]</td>
                  <td>RCT<sup>a</sup></td>
                  <td>Surgical residents (31)</td>
                  <td>United States</td>
                  <td>General surgery</td>
                </tr>
                <tr valign="top">
                  <td>Boada et al 2015 [<xref ref-type="bibr" rid="ref27">27</xref>]</td>
                  <td>RCT</td>
                  <td>Nursing students (109)</td>
                  <td>Spain</td>
                  <td>Cardiopulmonary resuscitation skills</td>
                </tr>
                <tr valign="top">
                  <td>Boeker et al 2013 [<xref ref-type="bibr" rid="ref20">20</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (145)</td>
                  <td>Germany</td>
                  <td>Urology</td>
                </tr>
                <tr valign="top">
                  <td>Cook 2012 et al [<xref ref-type="bibr" rid="ref22">22</xref>]</td>
                  <td>RCT</td>
                  <td>Nursing students (34)</td>
                  <td>United Kingdom</td>
                  <td>Intermediate life support</td>
                </tr>
                <tr valign="top">
                  <td>De Araujo et al 2016 [<xref ref-type="bibr" rid="ref42">42</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (20)</td>
                  <td>Brazil</td>
                  <td>Surgical skills</td>
                </tr>
                <tr valign="top">
                  <td>Del Blanco et al 2017 [<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td>RCT</td>
                  <td>Nursing and medical students (132)</td>
                  <td>Spain</td>
                  <td>Preparation for going into the operating theatre</td>
                </tr>
                <tr valign="top">
                  <td rowspan="2">Diehl et al 2017 [<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                  <td rowspan="2">RCT</td>
                  <td rowspan="2">Primary care physician (134)</td>
                  <td rowspan="2">Brazil</td>
                  <td rowspan="2">Insulin management in primary care</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td>Foss et al 2014 [<xref ref-type="bibr" rid="ref29">29</xref>]</td>
                  <td>RCT</td>
                  <td>Nursing students (201)</td>
                  <td>Norway</td>
                  <td>Medication calculation</td>
                </tr>
                <tr valign="top">
                  <td>Giannotti et al 2013 [<xref ref-type="bibr" rid="ref30">30</xref>]</td>
                  <td>RCT</td>
                  <td>Surgical residents (42)</td>
                  <td>Italy</td>
                  <td>Surgical skills</td>
                </tr>
                <tr valign="top">
                  <td>Graafland et al 2017 [<xref ref-type="bibr" rid="ref18">18</xref>]</td>
                  <td>RCT</td>
                  <td>Surgical residents (31)</td>
                  <td>Netherlands</td>
                  <td>Minimally invasive surgery</td>
                </tr>
                <tr valign="top">
                  <td>Hannig et al 2013 [<xref ref-type="bibr" rid="ref21">21</xref>]</td>
                  <td>RCT</td>
                  <td>Dental students (55)</td>
                  <td>Germany</td>
                  <td>Alginate mixing skills</td>
                </tr>
                <tr valign="top">
                  <td rowspan="2">Katz et al 2017 [<xref ref-type="bibr" rid="ref35">35</xref>]</td>
                  <td rowspan="2">RCT</td>
                  <td rowspan="2">Anesthesiology residents (44)</td>
                  <td rowspan="2">United States</td>
                  <td rowspan="2">Liver transplant anesthesiology</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td>Knight et al 2010 [<xref ref-type="bibr" rid="ref23">23</xref>]</td>
                  <td>cRCT<sup>b</sup></td>
                  <td>Health professionals on a Major Incident Management Course (91, 2 clusters)</td>
                  <td>United Kingdom</td>
                  <td>Major incident management and support</td>
                </tr>
                <tr valign="top">
                  <td>Lagro et al 2014 [<xref ref-type="bibr" rid="ref19">19</xref>]</td>
                  <td>cRCT</td>
                  <td>Medical students (145, 5 clusters)</td>
                  <td>Netherlands</td>
                  <td>Geriatrics</td>
                </tr>
                <tr valign="top">
                  <td rowspan="2">LeFlore et al 2012 [<xref ref-type="bibr" rid="ref37">37</xref>]</td>
                  <td rowspan="2">RCT</td>
                  <td rowspan="2">Nursing students (106)</td>
                  <td rowspan="2">United States</td>
                  <td rowspan="2">Pediatric respiratory disease</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td>Li et al 2015 [<xref ref-type="bibr" rid="ref45">45</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (97)</td>
                  <td>China/Taiwan</td>
                  <td>Cardiopulmonary resuscitation</td>
                </tr>
                <tr valign="top">
                  <td>Plerhoples et al 2011 [<xref ref-type="bibr" rid="ref38">38</xref>]</td>
                  <td>RCT</td>
                  <td>Surgical residents (40)</td>
                  <td>United States</td>
                  <td>Surgical skills</td>
                </tr>
                <tr valign="top">
                  <td>Rondon et al 2013 [<xref ref-type="bibr" rid="ref44">44</xref>]</td>
                  <td>RCT</td>
                  <td>Speech-language and hearing science students (29)</td>
                  <td>Brazil</td>
                  <td>Anatomy and physiology</td>
                </tr>
                <tr valign="top">
                  <td>Tan et al 2016 [<xref ref-type="bibr" rid="ref41">41</xref>]</td>
                  <td>cRCT</td>
                  <td>Nursing students (103, 7 clusters)</td>
                  <td>Singapore</td>
                  <td>Blood transfusion administration</td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table1fn1">
                <p><sup>a</sup>RCT: randomized controlled trial.</p>
              </fn>
              <fn id="table1fn2">
                <p><sup>b</sup>cRCT: cluster randomized controlled trial.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
          <table-wrap position="float" id="table2">
            <label>Table 2</label>
            <caption>
              <p>Study designs and populations of the included studies comparing serious gaming/gamification and other digital education interventions.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="240"/>
              <col width="100"/>
              <col width="220"/>
              <col width="120"/>
              <col width="320"/>
              <thead>
                <tr valign="top">
                  <td>Study</td>
                  <td>Study type</td>
                  <td>Population (n)</td>
                  <td>Country</td>
                  <td>Field of study</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Amer et al 2011 [<xref ref-type="bibr" rid="ref32">32</xref>]</td>
                  <td>RCT<sup>a</sup></td>
                  <td>Dental students (80)</td>
                  <td>United States</td>
                  <td>Operative dentistry</td>
                </tr>
                <tr valign="top">
                  <td>Chien et al 2013 [<xref ref-type="bibr" rid="ref14">14</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (14)</td>
                  <td>United States</td>
                  <td>Laparoscopic surgical tasks</td>
                </tr>
                <tr valign="top">
                  <td>Dankbaar et al 2016 [<xref ref-type="bibr" rid="ref16">16</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (79)</td>
                  <td>Netherlands</td>
                  <td>Approach to acutely unwell patients</td>
                </tr>
                <tr valign="top">
                  <td>Dankbaar et al 2017 [<xref ref-type="bibr" rid="ref17">17</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (66)</td>
                  <td>Netherlands</td>
                  <td>Patient safety and stress management</td>
                </tr>
                <tr valign="top">
                  <td>Gauthier et al 2015 [<xref ref-type="bibr" rid="ref40">40</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (44)</td>
                  <td>Canada</td>
                  <td>Vascular anatomy</td>
                </tr>
                <tr valign="top">
                  <td>Kerfoot et al 2014 [<xref ref-type="bibr" rid="ref36">36</xref>]</td>
                  <td>RCT</td>
                  <td>Primary care physician (111)</td>
                  <td>United States</td>
                  <td>Management of blood pressure in primary care</td>
                </tr>
                <tr valign="top">
                  <td>Sward et al 2008 [<xref ref-type="bibr" rid="ref39">39</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (100)</td>
                  <td>United States</td>
                  <td>Pediatrics</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table2fn1">
                <p><sup>a</sup>RCT: randomized controlled trial.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
          <table-wrap position="float" id="table3">
            <label>Table 3</label>
            <caption>
              <p>Study designs and populations of included studies comparing serious gaming/gamification and another type of serious gaming/gamification intervention.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="240"/>
              <col width="100"/>
              <col width="220"/>
              <col width="220"/>
              <col width="220"/>
              <thead>
                <tr valign="top">
                  <td>Study</td>
                  <td>Study type</td>
                  <td>Population</td>
                  <td>Country</td>
                  <td>Field of study</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Adams et al 2012 [<xref ref-type="bibr" rid="ref31">31</xref>]</td>
                  <td>RCT<sup>a</sup></td>
                  <td>Surgical residents (31)</td>
                  <td>United States</td>
                  <td>General surgery</td>
                </tr>
                <tr valign="top">
                  <td>De Araujo et al 2016 [<xref ref-type="bibr" rid="ref42">42</xref>]</td>
                  <td>RCT</td>
                  <td>Medical students (20)</td>
                  <td>Brazil</td>
                  <td>Surgical skills</td>
                </tr>
                <tr valign="top">
                  <td>Hedman et al 2013 [<xref ref-type="bibr" rid="ref24">24</xref>] and Kolga et al</td>
                  <td>RCT</td>
                  <td>Medical students (30)</td>
                  <td>Sweden</td>
                  <td>Surgical skills</td>
                </tr>
                <tr valign="top">
                  <td rowspan="2">Ju et al 2011 [<xref ref-type="bibr" rid="ref34">34</xref>] and Ju et al 2012 [<xref ref-type="bibr" rid="ref33">33</xref>]</td>
                  <td rowspan="2">RCT</td>
                  <td rowspan="2">Medical students, residents and attendings (42)</td>
                  <td rowspan="2">United States</td>
                  <td rowspan="2">Surgical skills</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td>Kerfoot et al 2012 [<xref ref-type="bibr" rid="ref15">15</xref>]</td>
                  <td>RCT</td>
                  <td>Urologists (1470)</td>
                  <td>United States (participants recruited online from 63 countries)</td>
                  <td>Urology guideline knowledge</td>
                </tr>
                <tr valign="top">
                  <td rowspan="2">Kolga et al 2008 [<xref ref-type="bibr" rid="ref26">26</xref>]</td>
                  <td rowspan="2">RCT</td>
                  <td rowspan="2">Medical students (22)</td>
                  <td rowspan="2">Sweden</td>
                  <td rowspan="2">Surgical skills</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table3fn1">
                <p><sup>a</sup>RCT: randomized controlled trial.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
        </sec>
        <sec>
          <title>Interventions</title>
          <p>Characteristics of the interventions included are compared in <xref ref-type="table" rid="table4">Tables 4</xref>-<xref ref-type="table" rid="table6">6</xref> and a summary is given below.</p>
          <p>Two of the included studies evaluated “gamification” interventions [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]. The remainder evaluated serious gaming interventions. Two of these were group interventions, in which a serious gaming intervention was projected to a traditional classroom of learners who played together [<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref44">44</xref>].</p>
          <p>A total of 22 interventions had original design purposes other than entertainment, of which 11 interventions were classified as “Message Broadcasting - Educative” [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref20">20</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref37">37</xref>, <xref ref-type="bibr" rid="ref39">39</xref>-<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref44">44</xref>]; four were classified as “Training - Mental” [<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref23">23</xref>,<xref ref-type="bibr" rid="ref29">29</xref>], three were classified as “Training - Physical” [<xref ref-type="bibr" rid="ref18">18</xref>,<xref ref-type="bibr" rid="ref21">21</xref>,<xref ref-type="bibr" rid="ref32">32</xref>], and four were classified as both “Training - Mental” and “Training - Physical” [<xref ref-type="bibr" rid="ref16">16</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref45">45</xref>]. All of the interventions with design purposes other than entertainment were classified under “Education” for “Scope.”</p>
          <p>The remaining eight interventions were commercial off-the-shelf games designed only for the purpose of entertainment but used for training of motor skills as part of “Serious Diverting” interventions. These were all classified as “Training - Physical” for “Purpose” and as “Entertainment” and “General Public” for “Scope” [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref30">30</xref>,<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref34">34</xref>,<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref42">42</xref>].</p>
          <table-wrap position="float" id="table4">
            <label>Table 4</label>
            <caption>
              <p>Characteristics of included interventions in studies comparing serious gaming/gamification and traditional learning.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="200"/>
              <col width="300"/>
              <col width="100"/>
              <col width="100"/>
              <col width="100"/>
              <col width="200"/>
              <thead>
                <tr valign="top">
                  <td>Study</td>
                  <td>Intervention type</td>
                  <td>Intervention duration</td>
                  <td>Intervention frequency</td>
                  <td>Intervention intensity</td>
                  <td>Control</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Adams et al 2012 [<xref ref-type="bibr" rid="ref31">31</xref>]</td>
                  <td>First-person shooter, commercial-off the-shelf intervention</td>
                  <td>6 weeks</td>
                  <td>Weekly</td>
                  <td>Mean of 5.7 (SD 1.3) hours</td>
                  <td>Box trainer</td>
                </tr>
                <tr valign="top">
                  <td>Boada et al 2015 [<xref ref-type="bibr" rid="ref27">27</xref>]</td>
                  <td>Life support–simulation activities</td>
                  <td>Access for 1 week</td>
                  <td>—<sup>a</sup></td>
                  <td>All did &gt;50% of the tasks</td>
                  <td>Usual education</td>
                </tr>
                <tr valign="top">
                  <td>Boeker et al 2013 [<xref ref-type="bibr" rid="ref20">20</xref>]</td>
                  <td>Electronic adventure game “Uro-Island”</td>
                  <td>Access for 1 week</td>
                  <td>—</td>
                  <td>—</td>
                  <td>Written script</td>
                </tr>
                <tr valign="top">
                  <td>Cook et al 2012 [<xref ref-type="bibr" rid="ref22">22</xref>]</td>
                  <td>Platform for undergraduate life support education game</td>
                  <td>2 weeks</td>
                  <td>—</td>
                  <td>Unlimited access</td>
                  <td>Usual learning</td>
                </tr>
                <tr valign="top">
                  <td>De Araujo et al 2016 [<xref ref-type="bibr" rid="ref42">42</xref>]</td>
                  <td>Surgical commercial-off-the shelf intervention (SurgG)</td>
                  <td>Access for 3 weeks</td>
                  <td>—</td>
                  <td>Mean of 647 minutes per week</td>
                  <td>Usual learning (ContG)</td>
                </tr>
                <tr valign="top">
                  <td>Del Blanco et al 2017 [<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td>Videogaming intervention</td>
                  <td>Access for 1 day</td>
                  <td>Once</td>
                  <td>Variable</td>
                  <td>Usual learning</td>
                </tr>
                <tr valign="top">
                  <td rowspan="2">Diehl et al 2017 [<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                  <td rowspan="2">“InsuOnline” game</td>
                  <td rowspan="2">Access for 21 days</td>
                  <td rowspan="2">—</td>
                  <td rowspan="2">Mean of 4 hours</td>
                  <td rowspan="2">Onsite learning activity</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td>Foss et al 2014 [<xref ref-type="bibr" rid="ref29">29</xref>]</td>
                  <td>“The Medication Game” online training</td>
                  <td>Access for 4.5 weeks</td>
                  <td>—</td>
                  <td>—</td>
                  <td>Standard education</td>
                </tr>
                <tr valign="top">
                  <td>Giannotti et al 2013 [<xref ref-type="bibr" rid="ref30">30</xref>]</td>
                  <td>Nintendo Wii training</td>
                  <td>4 weeks</td>
                  <td>5 days per week</td>
                  <td>60 minutes</td>
                  <td>Usual training</td>
                </tr>
                <tr valign="top">
                  <td>Graafland et al 2017 [<xref ref-type="bibr" rid="ref18">18</xref>]</td>
                  <td>Game enhanced curriculum (Dr Game, Surgeon Trouble)</td>
                  <td>—</td>
                  <td>Two sessions</td>
                  <td>30 minutes</td>
                  <td>Usual training</td>
                </tr>
                <tr valign="top">
                  <td>Hannig et al 2013 [<xref ref-type="bibr" rid="ref21">21</xref>]</td>
                  <td>Skills-O-Mat interactive game</td>
                  <td>60 minutes</td>
                  <td>Once</td>
                  <td>—</td>
                  <td>Teacher-catered workshop</td>
                </tr>
                <tr valign="top">
                  <td rowspan="2">Katz et al 2017 [<xref ref-type="bibr" rid="ref35">35</xref>]</td>
                  <td rowspan="2">“OCT trainer” game where players work through the steps in liver transplant anesthesiology</td>
                  <td rowspan="2">30 days</td>
                  <td rowspan="2">81% self- reported playing 1-3 times per week</td>
                  <td rowspan="2">—</td>
                  <td rowspan="2">Usual training</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td>Knight et al 2010 [<xref ref-type="bibr" rid="ref23">23</xref>]</td>
                  <td>“Triage Trainer” computer game</td>
                  <td>60 minutes</td>
                  <td>Once</td>
                  <td>—</td>
                  <td>Card-sorting exercise</td>
                </tr>
                <tr valign="top">
                  <td rowspan="3">Lagro et al 2014 [<xref ref-type="bibr" rid="ref19">19</xref>]</td>
                  <td rowspan="3">Geriatrics game in which players must balance patient-oriented goals and preferences, appropriateness of medical care, and costs</td>
                  <td rowspan="3">60-90 minutes</td>
                  <td rowspan="3">Once</td>
                  <td rowspan="3">—</td>
                  <td rowspan="3">Standard educational activity</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td rowspan="2">LeFlore et al 2012 [<xref ref-type="bibr" rid="ref37">37</xref>]</td>
                  <td rowspan="2">“Virtual Patient Trainer” game</td>
                  <td rowspan="2">2-3 hours</td>
                  <td rowspan="2">Once</td>
                  <td rowspan="2">—</td>
                  <td rowspan="2">Traditional lecture</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td>Li et al 2015 [<xref ref-type="bibr" rid="ref45">45</xref>]</td>
                  <td>3D cardiopulmonary resuscitation game</td>
                  <td>3 months (with 2-week extension possible)</td>
                  <td>—</td>
                  <td>—</td>
                  <td>Reminders to refresh their skills sent frequently</td>
                </tr>
                <tr valign="top">
                  <td>Plerhoples et al 2011 [<xref ref-type="bibr" rid="ref38">38</xref>]</td>
                  <td>Commercial off-the-shelf intervention</td>
                  <td>10 minutes</td>
                  <td>Once</td>
                  <td>—</td>
                  <td>Standard educational activity</td>
                </tr>
                <tr valign="top">
                  <td>Rondon et al 2013 [<xref ref-type="bibr" rid="ref44">44</xref>]</td>
                  <td>Computer game-based learning played as a group on a projector</td>
                  <td>9 weeks</td>
                  <td>Once per week</td>
                  <td>1 hour</td>
                  <td>Short scientific texts</td>
                </tr>
                <tr valign="top">
                  <td rowspan="3">Tan et al 2016 [<xref ref-type="bibr" rid="ref41">41</xref>]</td>
                  <td rowspan="3">Videogame simulating blood transfusion–administration challenges and minigames</td>
                  <td rowspan="3">30 minutes</td>
                  <td rowspan="3">Once</td>
                  <td rowspan="3">—</td>
                  <td rowspan="3">Usual education</td>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
                <tr valign="top">
                  <td/>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table4fn1">
                <p><sup>a</sup>Not available.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
          <table-wrap position="float" id="table5">
            <label>Table 5</label>
            <caption>
              <p>Characteristics of included interventions in studies comparing serious gaming/gamification and other digital education interventions.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="200"/>
              <col width="300"/>
              <col width="100"/>
              <col width="100"/>
              <col width="100"/>
              <col width="200"/>
              <thead>
                <tr valign="top">
                  <td>Study</td>
                  <td>Intervention type</td>
                  <td>Intervention duration</td>
                  <td>Intervention frequency</td>
                  <td>Intervention intensity</td>
                  <td>Control</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Amer et al 2011 [<xref ref-type="bibr" rid="ref32">32</xref>]</td>
                  <td>Interactive dental videogame</td>
                  <td>Up to 20 minutes</td>
                  <td>Once</td>
                  <td>—<sup>a</sup></td>
                  <td>3-minute video on resin bonding</td>
                </tr>
                <tr valign="top">
                  <td>Chien et al 2013 [<xref ref-type="bibr" rid="ref14">14</xref>]</td>
                  <td>3D tennis game</td>
                  <td>40 minutes</td>
                  <td>Once</td>
                  <td>—</td>
                  <td>Virtual simulator training platform</td>
                </tr>
                <tr valign="top">
                  <td>Dankbaar et al 2016 [<xref ref-type="bibr" rid="ref16">16</xref>]</td>
                  <td>Computer-based simulation game “abcdeSIM”</td>
                  <td>Access for 4 weeks</td>
                  <td>—</td>
                  <td>Estimated to take 2-4 hours to complete; mean logged game time 90 (SD 49) minutes</td>
                  <td>Electronic module</td>
                </tr>
                <tr valign="top">
                  <td>Dankbaar et al 2017 [<xref ref-type="bibr" rid="ref17">17</xref>]</td>
                  <td>“Air-Medic Sky-1” game</td>
                  <td>1 week</td>
                  <td>—</td>
                  <td>3-4 hours</td>
                  <td>Digital education module</td>
                </tr>
                <tr valign="top">
                  <td>Gauthier et al 2015 [<xref ref-type="bibr" rid="ref40">40</xref>]</td>
                  <td>“Vascular Invaders” game</td>
                  <td>Access for 35 days</td>
                  <td>—</td>
                  <td>—</td>
                  <td>Vascular anatomy study aid (online)</td>
                </tr>
                <tr valign="top">
                  <td>Kerfoot et al 2014 [<xref ref-type="bibr" rid="ref36">36</xref>]</td>
                  <td>Online spaced-education game (question emailed every 3 days; resent 12 or 24 days later if answered incorrectly or correctly, respectively; retired after answered correctly on &gt;two consecutive attempts)</td>
                  <td>Access for 52 weeks</td>
                  <td>—</td>
                  <td>Mean of 38 (SD 7) weeks to complete the cycle of questions</td>
                  <td>Online posting</td>
                </tr>
                <tr valign="top">
                  <td>Sward et al 2008 [<xref ref-type="bibr" rid="ref39">39</xref>]</td>
                  <td>Web-based pediatric board game</td>
                  <td>4 weeks</td>
                  <td>One per week</td>
                  <td>1 hour</td>
                  <td>Self-study Web flash cards</td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table5fn1">
                <p><sup>a</sup>Not available.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
          <table-wrap position="float" id="table6">
            <label>Table 6</label>
            <caption>
              <p>Characteristics of included interventions in studies comparing serious gaming/gamification and another type of serious gaming/gamification intervention.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="200"/>
              <col width="300"/>
              <col width="100"/>
              <col width="100"/>
              <col width="100"/>
              <col width="200"/>
              <thead>
                <tr valign="top">
                  <td>Study</td>
                  <td>Intervention type</td>
                  <td>Intervention duration</td>
                  <td>Intervention frequency</td>
                  <td>Intervention intensity</td>
                  <td>Control</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Adams et al 2012 [<xref ref-type="bibr" rid="ref31">31</xref>]</td>
                  <td>FPS<sup>a</sup> COTS<sup>b</sup> intervention</td>
                  <td>6 weeks</td>
                  <td>Weekly</td>
                  <td>Mean of 5.7 (SD 1.3) hours</td>
                  <td>Non-FPS COTS intervention</td>
                </tr>
                <tr valign="top">
                  <td>De Araujo et al 2016 [<xref ref-type="bibr" rid="ref42">42</xref>]</td>
                  <td>Surgical COTS intervention (SurgG)</td>
                  <td>Access for 3 weeks</td>
                  <td>—<sup>c</sup></td>
                  <td>Mean of 647 minutes per week</td>
                  <td>Usual learning (ContG), FPS COTS (ShotG), Racing COTS (RaceG) interventions</td>
                </tr>
                <tr valign="top">
                  <td>Hedman et al 2013 [<xref ref-type="bibr" rid="ref24">24</xref>] and Kolga et al 2009 [<xref ref-type="bibr" rid="ref25">25</xref>]</td>
                  <td>Systematic video game training with FPS COTS intervention</td>
                  <td>5 weeks</td>
                  <td>5 days per week</td>
                  <td>30-60 minutes</td>
                  <td>Non-FPS COTS intervention</td>
                </tr>
                <tr valign="top">
                  <td>Ju 2011 et al [<xref ref-type="bibr" rid="ref34">34</xref>]) and Ju et al 2012 [<xref ref-type="bibr" rid="ref33">33</xref>]</td>
                  <td>Wii COTS intervention</td>
                  <td>30 minutes</td>
                  <td>Once</td>
                  <td>—</td>
                  <td>Play Station 2 COTS intervention</td>
                </tr>
                <tr valign="top">
                  <td>Kerfoot et al 2012 [<xref ref-type="bibr" rid="ref15">15</xref>]</td>
                  <td>Online spaced-education game - 4 questions every 4 days</td>
                  <td>8-42 days</td>
                  <td>—</td>
                  <td>—</td>
                  <td>Spaced-education game – 2 questions every 2 days</td>
                </tr>
                <tr valign="top">
                  <td>Kolga et al 2008 [<xref ref-type="bibr" rid="ref26">26</xref>]</td>
                  <td>FPS COTS intervention</td>
                  <td>5 weeks</td>
                  <td>5 days per week</td>
                  <td>30 minutes</td>
                  <td>2D non-FPS COTS intervention</td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table6fn1">
                <p><sup>a</sup>FPS: first-person shooter.</p>
              </fn>
              <fn id="table6fn2">
                <p><sup>b</sup>COTS: commercial off the shelf.</p>
              </fn>
              <fn id="table6fn3">
                <p><sup>c</sup>Not available.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
          <fig id="figure2" position="float">
            <label>Figure 2</label>
            <caption>
              <p>Risk-of-bias graph.</p>
            </caption>
            <graphic xlink:href="jmir_v21i3e12994_fig2.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
          </fig>
        </sec>
        <sec>
          <title>Comparisons and Outcomes</title>
          <p>Serious gaming/gamification was compared with traditional learning in 19 studies [<xref ref-type="bibr" rid="ref18">18</xref>-<xref ref-type="bibr" rid="ref23">23</xref>,<xref ref-type="bibr" rid="ref27">27</xref>-<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref41">41</xref>-<xref ref-type="bibr" rid="ref45">45</xref>], with digital education in 7 studies [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref16">16</xref>,<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref40">40</xref>], and with other serious gaming/gamification interventions in 6 studies [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref42">42</xref>].</p>
          <p>One study addressed patient outcomes [<xref ref-type="bibr" rid="ref36">36</xref>]. Fourteen studies assessed knowledge [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref20">20</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref39">39</xref>-<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref44">44</xref>]. Twenty-three studies addressed outcomes relating to skills [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref16">16</xref>-<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref21">21</xref>-<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref37">37</xref>-<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref45">45</xref>]. Four studies assessed outcomes related to attitudes [<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]. Sixteen studies addressed participant satisfaction [<xref ref-type="bibr" rid="ref15">15</xref>-<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref19">19</xref>-<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref32">32</xref>, <xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref45">45</xref>].</p>
        </sec>
        <sec>
          <title>Risk of Bias in Included Studies</title>
          <p><xref ref-type="fig" rid="figure2">Figures 2</xref> and <xref ref-type="fig" rid="figure3">3</xref> summarize the risk-of-bias assessments for the included studies. A total of 25 of the included studies were considered to be at high risk of bias [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref16">16</xref>-<xref ref-type="bibr" rid="ref23">23</xref>,<xref ref-type="bibr" rid="ref26">26</xref>-<xref ref-type="bibr" rid="ref32">32</xref>, <xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref36">36</xref>,<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref40">40</xref>-<xref ref-type="bibr" rid="ref45">45</xref>] according to Cochrane guidelines, because they had a high or unclear risk of bias for either the sequence generation or allocation concealment domains [<xref ref-type="bibr" rid="ref12">12</xref>]. All three cRCTs were rated high for incorrect analysis, as none accounted for clustering in the analysis.</p>
        </sec>
        <sec>
          <title>Effects of Interventions</title>
          <p>Effects of the interventions are compared in <xref ref-type="app" rid="app2">Multimedia Appendices 2</xref>-<xref ref-type="app" rid="app4">4</xref> and a summary is given below.</p>
          <fig id="figure3" position="float">
            <label>Figure 3</label>
            <caption>
              <p>Risk-of-bias summary.</p>
            </caption>
            <graphic xlink:href="jmir_v21i3e12994_fig3.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
          </fig>
          <fig id="figure4" position="float">
            <label>Figure 4</label>
            <caption>
              <p>Forest plot for knowledge outcomes. IV: inverse variance; SG: serious games; DHE: digital health education.</p>
            </caption>
            <graphic xlink:href="jmir_v21i3e12994_fig4.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
          </fig>
        </sec>
      </sec>
      <sec>
        <title>Primary Outcomes</title>
        <sec>
          <title>Patient-Related Outcomes</title>
          <p>One study measured patient-related outcomes [<xref ref-type="bibr" rid="ref36">36</xref>]. This study compared serious gaming/gamification with an online posting intervention for primary care physicians and reported significantly shorter time to control blood pressure in the intervention group for only a subgroup of participants whose patients were already on antihypertensive medication at the start of the study (<italic>P</italic>=.02), although this may not be clinically significant (117 vs 125 days). Data were insufficient for calculation of standardized mean differences (SMD). The quality rating assessed using Grading of Recommendations, Assessment, Development and Evaluations (GRADE) was low.</p>
        </sec>
        <sec>
          <title>Knowledge</title>
          <p><xref ref-type="fig" rid="figure4">Figure 4</xref> summarizes the results of studies reporting knowledge outcomes.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Traditional Learning</title>
          <p>Four RCTs reported higher posttest scores in a serious gaming/gamification group than in a traditional learning group, with a mostly moderate magnitude of effect [<xref ref-type="bibr" rid="ref20">20</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]. Interventions included a videogame to prepare students to enter the operating room [<xref ref-type="bibr" rid="ref28">28</xref>] (SMD 1.05, 95% CI: 0.68-1.41), a urology educational adventure game [<xref ref-type="bibr" rid="ref20">20</xref>] (SMD: 0.69, 95% CI: 0.35-1.03), pediatric respiratory disease-assessment game for nurses [<xref ref-type="bibr" rid="ref37">37</xref>] (SMD: 0.65, 95% CI 0.23-1.07), and the InsuOnline serious game [<xref ref-type="bibr" rid="ref43">43</xref>] (SMD: 0.40, 95% CI: 0.06-0.73). Comparisons were made between usual learning, written script, and traditional lectures.</p>
          <p>One RCT of a group intervention, where speech and language science students played a serious game together in a classroom via a projector, found no difference in anatomy and physiology knowledge compared to a self-study control [<xref ref-type="bibr" rid="ref44">44</xref>] (SMD: 0.05, 95% CI: –0.74 to 0.83).</p>
          <p>Two cRCTs were also included [<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref41">41</xref>]. One showed evidence of a large magnitude of effect for a blood transfusion serious game as compared to usual education, although the effect may not have been statistically significant (SMD: 1.95, 95% CI: –0.20 to 4.11) [<xref ref-type="bibr" rid="ref41">41</xref>]. The second study showed no evidence of effect for a geriatric game compared with standard education, although this study measured perceived knowledge rather than an objective measure (SMD: 0.01, 95% CI: –1.50 to 1.61) [<xref ref-type="bibr" rid="ref19">19</xref>].</p>
          <p>All the individually played games with an objective assessment of knowledge suggested that serious gaming/gamification was superior to traditional learning. The quality rating assessed using GRADE was low for this outcome and comparison (<xref ref-type="table" rid="table7">Table 7</xref>).</p>
          </sec>
          <sec>
          <title>Serious Gaming/Gamification Versus Other Modalities of Digital Education</title>
          <p>Five studies found no evidence of a difference. Studies included comparison of serious gaming on dentin bonding and an online lecture control [<xref ref-type="bibr" rid="ref32">32</xref>] and serious gaming with digital education on patient safety [<xref ref-type="bibr" rid="ref17">17</xref>] and Web-based vascular anatomy study aids with and without game elements [<xref ref-type="bibr" rid="ref40">40</xref>]. One study of a group serious gaming intervention found no difference in pediatric knowledge between groups who played a projected board game in teams in a conference room with Web-based pediatric flashcards [<xref ref-type="bibr" rid="ref39">39</xref>]. One study found that compared with an online educational posting, serious gaming (an online spaced-education game) may improve knowledge (large magnitude of effect) [<xref ref-type="bibr" rid="ref36">36</xref>] (SMD: 0.82, 95% CI: 0.42-1.22). The quality rating assessed using GRADE was low (<xref ref-type="table" rid="table8">Table 8</xref>).</p>
          
          
          
          
          <table-wrap position="float" id="table7">
            <label>Table 7</label>
            <caption>
              <p>Summary of findings for serious gaming versus traditional learning. Patient or population: various health professionals, settings: high- and middle-income countries, intervention: serious gaming and gamification, comparison: traditional learning.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="300"/>
              <col width="100"/>
              <col width="100"/>
              <col width="500"/>
              <thead>
                <tr valign="top">
                  <td>Outcomes</td>
                  <td>Number of participants <break/>(number of studies)</td>
                  <td>Quality of evidence <break/>(GRADE<sup>a</sup>)</td>
                  <td>Comments</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Knowledge (measures include multiple-choice questions, clinical scenario–based questions, and self-assessment; follow-up mostly immediately after the intervention, longest follow-up of 52 weeks)</td>
                  <td>769 (7)</td>
                  <td>Low<sup>b,c,d</sup></td>
                  <td>All the individually played games with an objective assessment of knowledge suggested serious gaming/gamification was superior to traditional learning. Four RCTs<sup>e</sup> and one cRCT<sup>f</sup> reported higher postintervention knowledge scores between the serious gaming and control groups, with moderate-to-large effect sizes, although the result for the cRCT may not have been statistically significant<sup>g</sup>. An RCT of a serious gaming intervention reported no difference between groups. A cRCT assessing perceived knowledge reported no difference between groups.</td>
                </tr>
                <tr valign="top">
                  <td>Skills (measures include performance metrics on a simulator, practical examinations, OSCEs<sup>h</sup> and self-evaluation; most studies followed up until immediately after the intervention only)</td>
                  <td>1195 (14)</td>
                  <td>Low</td>
                  <td>Six RCTs reported higher postintervention skill scores on all measures of skills employed in that study in the serious gaming group, with small-to-large effect sizes. A further cRCT suggested higher skill scores of small magnitude but may not have been statistically significant<sup>g</sup>. Three RCTs measured skill outcomes using multiple measures (and no summary measure) and reported higher postintervention scores for some of these measures and no difference for others. Two RCTs and one cRCT reported no difference in postintervention skill scores between groups. One cRCT suggested serious gaming may be inferior to traditional learning, but this result may not have been statistically significant<sup>g</sup>.</td>
                </tr>
                <tr valign="top">
                  <td>Attitudes (measured with participant-completed rating scales; follow-up immediately after the test)</td>
                  <td>369 (3)</td>
                  <td>Very low<sup>b,c,i,</sup><sup>j</sup><break/><break/></td>
                  <td>One RCT reported higher postintervention attitude scores in the serious gaming group (small effect size) and one RCT reported no difference between groups. One reported higher scores in the intervention groups, but this result may not have been statistically significant<sup>g</sup>.</td>
                </tr>
                <tr valign="top">
                  <td>Satisfaction (3 questions on attitudes toward learning experience measured on a 4-point Likert scale; follow-up immediately after the intervention)</td>
                  <td>144 (1)</td>
                  <td>Low</td>
                  <td>One study reported higher postintervention satisfaction scores in the serious gaming group compared with the control.</td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table7fn1">
                <p><sup>a</sup>GRADE: Grading of Recommendations, Assessment, Development and Evaluations.</p>
              </fn>
              <fn id="table7fn2">
                <p><sup>b</sup>Rated down one level for study limitations: The risk of bias was unclear for multiple domains.</p>
              </fn>
              <fn id="table7fn3">
                <p><sup>c</sup>Rated down one level for imprecision: All included studies assessing this comparison and outcome had fewer than 400 participants.</p>
              </fn>
              <fn id="table7fn4">
                <p><sup>d</sup>Low quality (+ + – –): Further research is very likely to have an important impact on our confidence in the estimate of effect and is likely to change the estimate.</p>
              </fn>
              <fn id="table7fn5">
                <p><sup>e</sup>RCT: randomized controlled trial.</p>
              </fn>
              <fn id="table7fn6">
                <p><sup>f</sup>cRCT: cluster randomized controlled trial.</p>
              </fn>
              <fn id="table7fn7">
                <p><sup>g</sup>None of the 3 included cRCTs accounted for clustering in their analyses. They were therefore reanalyzed using the number of clusters as the sample sizes and were likely significantly underpowered.</p>
              </fn>
              <fn id="table7fn8">
                <p><sup>h</sup>OSCE: objective structured clinical examination.</p>
              </fn>
              <fn id="table7fn9">
                <p><sup>i</sup>Rated down one level for inconsistency: There was considerable heterogeneity in the results without a clear explanation.</p>
              </fn>
              <fn id="table7fn10">
                <p><sup>j</sup>Very low quality (+ – – –): We are uncertain about the estimate.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
          <table-wrap position="float" id="table8">
            <label>Table 8</label>
            <caption>
              <p>Summary of findings for serious gaming versus other modalities of digital education. Patient or population: health professionals in education, settings: high-income countries, intervention: serious gaming and gamification, comparison: other modalities of digital education.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="400"/>
              <col width="100"/>
              <col width="100"/>
              <col width="400"/>
              <thead>
                <tr valign="top">
                  <td>Outcomes</td>
                  <td>Number of participants <break/>(number of studies)</td>
                  <td>Quality of evidence <break/>(GRADE<sup>a</sup>)</td>
                  <td>Comments</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Patient outcomes (blood pressure)</td>
                  <td>111 (1)</td>
                  <td>Low<sup>b,c,d</sup></td>
                  <td>One study reported better scores for blood pressure in some subgroups. Effect sizes could not be estimated due to missing data.</td>
                </tr>
                <tr valign="top">
                  <td>Knowledge (measures include multiple-choice questions and clinical scenario–based questions; follow-up mostly immediately after the intervention)</td>
                  <td>403 (5)</td>
                  <td>Low</td>
                  <td>One study reported higher scores in the serious gaming group with a large magnitude of effect. Four studies reported no difference.</td>
                </tr>
                <tr valign="top">
                  <td>Skills (measures include performance metrics on a simulator, practical examinations, OSCEs<sup>e</sup>, and self-evaluation; most studies followed up until immediately after the intervention only)</td>
                  <td>290 (5)</td>
                  <td>Low</td>
                  <td>One study reported superior scores in the virtual reality control group compared with the serious gaming intervention group. Two studies reported no difference. Two studies reported insufficient data for calculation of effect sizes.</td>
                </tr>
                <tr valign="top">
                  <td>Attitudes (measured with participant-completed rating scales; follow-up immediately after the test)</td>
                  <td>66 (1)</td>
                  <td>Low</td>
                  <td>One study reported no difference in postintervention attitudes scores between groups.</td>
                </tr>
                <tr valign="top">
                  <td>Satisfaction (measured with participant-completed rating scales; follow-up immediately after the test)</td>
                  <td>245 (3)</td>
                  <td>Low</td>
                  <td>Three studies reported higher satisfaction scores in the serious gaming group than groups of other modalities of digital education.</td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table8fn1">
                <p><sup>a</sup>GRADE: Grading of Recommendations, Assessment, Development, and Evaluations.</p>
              </fn>
              <fn id="table8fn2">
                <p><sup>b</sup>Rated down one level for imprecision: All included studies assessing this comparison and outcome had fewer than 400 participants.</p>
              </fn>
              <fn id="table8fn3">
                <p><sup>c</sup>Rated down one level for inconsistency: There was considerable heterogeneity in the results without a clear explanation.</p>
              </fn>
              <fn id="table8fn4">
                <p><sup>d</sup>Low quality: Further research is very likely to have an important impact on our confidence in the estimate of effect and is likely to change the estimate.</p>
              </fn>
              <fn id="table8fn5">
                <p><sup>e</sup>OSCE: objective structured clinical examination.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
          <fig id="figure5" position="float">
            <label>Figure 5</label>
            <caption>
              <p>Forest plot for skills outcomes. IV: inverse variance. SG: serious games; DHE: digital health education.</p>
            </caption>
            <graphic xlink:href="jmir_v21i3e12994_fig5.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
          </fig>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Serious Gaming/Gamification</title>
          <p>One study of a spaced-education game found that interventions with greater question spacing (four questions every 4 days rather than two questions every 2 days) resulted in higher posttest scores, with a moderate magnitude of effect [<xref ref-type="bibr" rid="ref15">15</xref>] (SMD: 0.50, 95% CI: 0.38-0.64). The quality rating assessed using GRADE was moderate, as the one included study had a low risk of bias in all but one domain.</p>
        </sec>
        <sec>
          <title>Skills</title>
          <p>A total of 24 studies addressed skill outcomes. <xref ref-type="fig" rid="figure5">Figure 5</xref> summarizes the results of studies reporting skill outcomes.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Traditional Learning</title>
          <p>Twelve RCTs [<xref ref-type="bibr" rid="ref21">21</xref>,<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref27">27</xref>-<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref45">45</xref>] and three cRCTs [<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref23">23</xref>,<xref ref-type="bibr" rid="ref41">41</xref>] compared serious gaming/gamification to traditional learning in this outcome category. The results were inconsistent, and studies were generally of low quality, making it difficult to draw conclusions about the efficacy of these interventions.</p>
          <p>Six studies reported significant differences between groups for overall skill assessments in favor of serious gaming [<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref45">45</xref>], with a magnitude of effect ranging from small to large. However, SMDs for two of these studies could not be calculated due to missing data [<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref45">45</xref>]. Interventions included games with scenarios simulating clinical environments [<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref37">37</xref>] and serious diverting interventions for improving practical skills [<xref ref-type="bibr" rid="ref42">42</xref>].</p>
          <p>Three studies comparing serious gaming/gamification with traditional learning used multiple measures for assessing skill outcomes; differences in favor of serious gaming/gamification were observed for some, but not all, of these skill measures, and the studies did not present an overall estimate of the effect [<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref30">30</xref>,<xref ref-type="bibr" rid="ref38">38</xref>]. Effect sizes could not be estimated, as SDs were not reported and attempts to contact the authors for further data were unsuccessful.</p>
          <p>Two studies reported no significant difference in skill outcomes when comparing serious gaming/gamification and traditional learning and another reported no differences in pre- and posttest scores in either group [<xref ref-type="bibr" rid="ref31">31</xref>].</p>
          <p>Three cRCTs were also included [<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref23">23</xref>,<xref ref-type="bibr" rid="ref41">41</xref>]. One showed evidence of an effect of small magnitude, favoring a blood transfusion game group [<xref ref-type="bibr" rid="ref41">41</xref>] (SMD: 0.33, 95% CI: –1.19 to 1.86); the second study found evidence of a moderate magnitude of effect, favoring the standard educational activity group, although skill measures were self-perceived as opposed to objective [<xref ref-type="bibr" rid="ref19">19</xref>] (SMD: –0.77, 95% CI: –2.53 to 1.00); and the third showed no evidence of effect for a triage trainer game [<xref ref-type="bibr" rid="ref23">23</xref>] (SMD: –0.18, 95% CI: –2.37 to 2.02). Each of these results may not be statistically significant.</p>
          <p>There is some evidence that serious gaming/gamification interventions are more effective for improving skills than traditional learning. The quality rating assessed using GRADE was low, as the risk of bias was unclear for multiple domains and all the included studies had fewer than 400 participants.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Other Modalities Of Digital Education</title>
          <p>Five studies comparing skill outcomes for serious gaming/gamification and other modalities of digital education found no evidence of a difference in outcomes between groups [<xref ref-type="bibr" rid="ref16">16</xref>,<xref ref-type="bibr" rid="ref17">17</xref>,<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref32">32</xref>]. In these studies, serious gaming was compared with an online video on dentin bonding [<xref ref-type="bibr" rid="ref32">32</xref>] and with an electronic module (e-module) on patient safety [<xref ref-type="bibr" rid="ref17">17</xref>] and management of an acutely unwell patient [<xref ref-type="bibr" rid="ref16">16</xref>]. Another study reported higher postintervention skill score in a virtual reality control group than a commercial off-the-shelf intervention, with a large magnitude of effect for the time taken to complete surgical skill tasks (peg transfer and bimanual carrying; SMD: –1.56, 95% CI: –0.31 to –2.81), but reported no difference for distance travelled with surgical instruments when completing these tasks [<xref ref-type="bibr" rid="ref14">14</xref>]. The quality rating assessed using GRADE was low.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Serious Gaming/Gamification</title>
          <p>We are uncertain whether any particular type of serious gaming/gamification is more effective than the other for improving skills. In three of the five studies comparing two serious gaming/gamification interventions, games involving motor skills, visuospatial skills, and manual dexterity may be more effective than interventions involving cognitive skills for improving laparoscopic surgical skills [<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref34">34</xref>], but the quality of available evidence is very low.</p>
        </sec>
      </sec>
      <sec>
        <title>Professional Attitudes</title>
        <sec>
          <title>Summary</title>
          <p><xref ref-type="fig" rid="figure6">Figure 6</xref> summarizes the results of studies including professional attitudes outcomes.</p>
          <p>Two RCTs compared a serious gaming/gamification intervention with traditional learning and measured outcomes related to professional attitudes. There was some evidence of a small magnitude of effect for a serious game, preparing students to go into the operating theatre for the first time, compared with traditional learning (SMD: 0.49, 95% CI: 0.14-0.84) [<xref ref-type="bibr" rid="ref28">28</xref>]. A study comparing an insulin-prescribing game with an onsite learning activity for primary care reported insufficient data for comparisons between groups [<xref ref-type="bibr" rid="ref43">43</xref>].</p>
          <p>One cRCT was also included [<xref ref-type="bibr" rid="ref41">41</xref>]. When reanalyzed with the number of clusters as the sample size to account for clustering in the analysis, there was evidence of intervention effectiveness, but this may not have been statistically significant and the analysis was likely underpowered (SMD: 1.23, 95% CI: –0.55 to 3.02). The quality of evidence for this outcome and comparison was rated very low according to the GRADE assessment.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Other Modalities Of Digital Education</title>
          <p>One study compared a serious game and an e-module on patient safety and reported no difference between groups in perceived patient safety behavior or reported stress [<xref ref-type="bibr" rid="ref17">17</xref>].</p>
          <p>The quality of evidence was rated low according to the GRADE assessment.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Serious Gaming/Gamification</title>
          <p>One study (reported in two papers) compared two serious diverting interventions, one was a first-person shooter (FPS) and one was a non-FPS, and reported no significant differences in self-efficacy or positive engagement modes [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>]. Data were insufficient for calculation of effect sizes. The quality of the evidence was very low according to GRADE assessment.</p>
          <fig id="figure6" position="float">
            <label>Figure 6</label>
            <caption>
              <p>Forest plot for attitudes outcomes. IV: inverse variance; SG: serious games; DHE: digital health education.</p>
            </caption>
            <graphic xlink:href="jmir_v21i3e12994_fig6.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
          </fig>
        </sec>
      </sec>
      <sec>
        <title>Satisfaction</title>
        <sec>
          <title>Summary</title>
          <p>Eleven RCTs [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref16">16</xref>,<xref ref-type="bibr" rid="ref20">20</xref>-<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref45">45</xref>] and two cRCTs measured outcomes relating to satisfaction [<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref41">41</xref>]. Seven studies did not measure satisfaction in a comparison group [<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref21">21</xref>,<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref45">45</xref>], Diehl et al measured satisfaction with the intervention and comparison group using different scales [<xref ref-type="bibr" rid="ref43">43</xref>], and Kerfoot et al reported results for participants in both groups combined [<xref ref-type="bibr" rid="ref15">15</xref>]; therefore, these studies did not meet the inclusion criteria for this review. The remaining studies showed mixed evidence and are compared below.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Traditional Learning</title>
          <p>One study reported significantly better attitudes toward learning among a serious gaming group (a urology adventure game group) compared with a written script [<xref ref-type="bibr" rid="ref20">20</xref>]. The quality rating assessed using GRADE was low.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Other Modalities of Digital Education</title>
          <p>Three studies reported higher satisfaction scores for serious gaming/gamification on managing acutely unwell patients [<xref ref-type="bibr" rid="ref16">16</xref>], patient safety [<xref ref-type="bibr" rid="ref17">17</xref>], and training during a pediatric clerkship [<xref ref-type="bibr" rid="ref39">39</xref>] compared with an e-module [<xref ref-type="bibr" rid="ref16">16</xref>,<xref ref-type="bibr" rid="ref17">17</xref>] or Web-based flashcards [<xref ref-type="bibr" rid="ref39">39</xref>] covering the same topics. The quality rating assessed using GRADE was low.</p>
        </sec>
        <sec>
          <title>Serious Gaming/Gamification Versus Serious Gaming/Gamification</title>
          <p>Results of a participant survey [<xref ref-type="bibr" rid="ref26">26</xref>] suggested that more participants in the FPS gaming group than in the non-FPS gaming group found the intervention beneficial for their performance on a surgical simulator. No significance test was reported. The quality rating assessed using GRADE was very low.</p>
        </sec>
      </sec>
      <sec>
        <title>Secondary Outcomes</title>
        <p>No studies measured economic outcomes of education or adverse effects of the intervention.</p>
      </sec>
    </sec>
    <sec sec-type="discussion">
      <title>Discussion</title>
      <sec>
        <title>Overview</title>
        <p>The objective of this systematic review was to evaluate the effectiveness of serious gaming and gamification interventions for delivering pre- and postregistration health professions education. A total of 30 studies, most at high risk of bias according to Higgins [<xref ref-type="bibr" rid="ref12">12</xref>], were identified, with high levels of heterogeneity in terms of populations and outcomes.</p>
        <p>Serious gaming/gamification has the potential to reach a global audience and hence has been identified as a possible educational strategy that could contribute to transformation of health professions education. Results from our review show that serious gaming/gamification in pre- and post- registration health professions education could result in increased knowledge, skills, and satisfaction when compared to traditional education and, perhaps, other modalities of digital education.</p>
        <p>Most of the current literature on the effectiveness of serious gaming/gamification has been performed in high-income countries, which limits the applicability of this review’s findings to low- and middle-income countries. This is a key gap in the evidence, as low-and middle-income countries are most affected by the worldwide shortage of trained health workers [<xref ref-type="bibr" rid="ref46">46</xref>]. Other limitations of the evidence base include the lack of studies assessing patient outcomes, or clinician behavior.</p>
        <p>The cost of serious gaming devices might be a barrier for use compared with traditional lectures or text books. For example, some of the included studies used game consoles, which many health care workers, particularly in low- and middle-income settings, may not have access to. Other included studies used lower-cost modes of delivery, such as projecting a serious game to a group of students who played together. However, none of the eligible studies provided any information about economic outcomes of education or adverse or unintended effects of the intervention, which limits our understanding of the feasibility of implementing these interventions in practice and our understanding of the applicability of serious gaming/gamification as a cost-effective solution.</p>
        <p>Considering the types of interventions that may be effective, based on classification of interventions by original design intention, there were no clear patterns suggesting differing effectiveness between custom designed games and commercial off-the-shelf games for skill outcomes. Only custom-designed interventions were used to improve knowledge.</p>
        <p>There was considerable heterogeneity in the results, particularly for skill outcomes, which we were unable to explain by systematic consideration of the types of intervention, population, and comparison group.</p>
        <p>As serious gaming/gamification is an emerging field in the education sector, there are few previous reviews of the literature on its role in health professions education. Wang et al [<xref ref-type="bibr" rid="ref47">47</xref>] conducted a systematic review of serious games for training health care professionals focused on game development and evaluation methodologies and reported a growing number of interventions and diversity of game genres over time [<xref ref-type="bibr" rid="ref47">47</xref>]. Similar to our review, they found that study designs and methodological quality were heterogeneous and that best practices for development, evaluation, and use of such interventions are still being defined. A scoping review of serious gaming/gamification in health professions highlighted the need for economic evaluation of interventions, particularly when studies show no difference in efficacy between a serious game and traditional learning [<xref ref-type="bibr" rid="ref48">48</xref>]. Our review contributes to the literature by providing an up-to-date summary of the evidence, focused on intervention effectiveness with a comprehensive systematic search. This is the first systematic review of the evidence indicating that serious gaming/gamification may improve participant knowledge compared with traditional learning.</p>
        <p>There is a broad range of literature on serious gaming beyond health professions education. Meta-analyses have suggested that these interventions could significantly enhance learning among school students [<xref ref-type="bibr" rid="ref49">49</xref>], adult workforce trainees [<xref ref-type="bibr" rid="ref50">50</xref>], and mixed-age groups with regard to cognitive and attitudinal outcomes [<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref52">52</xref>] and knowledge acquisition [<xref ref-type="bibr" rid="ref53">53</xref>]. These reviews also suggested that games were more effective if they were supplemented with other methods of instruction, had multiple sessions, and involved active rather than passive learning. It was unclear whether playing as a group or alone was more effective. Systematic reviews have also suggested that serious gaming may have a role in the management of various medical conditions such as depression [<xref ref-type="bibr" rid="ref54">54</xref>] and chronic conditions in young people [<xref ref-type="bibr" rid="ref55">55</xref>] and in improving health outcomes [<xref ref-type="bibr" rid="ref56">56</xref>]. The body of evidence on gamification interventions for education is smaller, with a systematic mapping study suggesting that most studies focused on the role of such interventions in student engagement and were published only as conference papers rather than full peer-reviewed articles [<xref ref-type="bibr" rid="ref57">57</xref>]. A systematic review identified some evidence that gamification can be beneficial for health behavior change and well-being [<xref ref-type="bibr" rid="ref58">58</xref>].</p>
        <p>This review suggests that serious gaming may have the potential to advance education by improving knowledge, and possibly skill, outcomes for health professions compared with traditional learning. It may be able to provide educational interventions that are of equivalent educational value to other kinds of digital education, but with improved learner satisfaction. If this approach is equivalent to other kinds of education in terms of outcome but more cost-effective or able to offer greater access, it may provide further reasons to recommend serious gaming/gamification interventions, but no studies assessing these factors were identified.</p>
        <p>Only two studies assessed gamification interventions. One suggested that the intervention was more effective than an online posting in improving knowledge by a large magnitude. The other suggested greater improvements in patient outcomes for questions spaced with four questions every 4 days rather than two questions every 2 days. These findings suggest that it may be worthwhile to incorporate gamification techniques into education, where possible, particularly for interventions aimed at improving knowledge, although further evidence is needed to establish the effectiveness among different groups of health professions for a wider range of patient outcomes and skill- and attitudes-related outcomes.</p>
      </sec>
      <sec>
        <title>Strengths and Limitations</title>
        <p>This review adopted a detailed and comprehensive search strategy without language limitations, followed by robust screening, data extraction, and risk-of-bias assessments, adhering to the Cochrane guidelines [<xref ref-type="bibr" rid="ref12">12</xref>]. Thirty studies were found to be eligible, but most of them were at high risk of bias according to Higgins [<xref ref-type="bibr" rid="ref12">12</xref>], with high levels of heterogeneity in terms of populations and outcomes. This heterogeneity of the included studies made it inappropriate to perform meta-analysis for any outcomes. Evidence for the majority of the outcomes and comparisons in the review was considered of low quality. Many studies have small sample sizes that were unlikely to provide sufficient power to detect an effect, provided insufficient detail for complete risk of bias assessment, and did not report all data for all outcomes assessed; in addition, statistical analysis was often not performed appropriately for the data (eg, not accounting for clustering), reducing confidence in the results (<xref ref-type="fig" rid="figure2">Figures 2</xref> and <xref ref-type="fig" rid="figure3">3</xref>). Only two studies of gamification interventions were identified.</p>
      </sec>
      <sec>
        <title>Future Research</title>
        <p>Serious gaming has the potential to contribute to the field of health professions education, but given that most studies to date are of low quality and carried out in high-income countries, future research should seek to use an RCT or cRCT design following a published protocol; evaluate interventions with a robust theoretical underpinning; be adequately powered; involve participants from low- and middle-income countries; appropriately randomize participants and blind outcome assessors, where possible; use validated outcome-assessment tools, facilitating comparability between interventions and studies; compare both serious gaming and gamification interventions with each other and with controls (other types of digital health education or traditional learning); and assess patient outcomes, participant behavior, attitudes, economic outcomes of education, and adverse events.</p>
      </sec>
      <sec>
        <title>Conclusions</title>
        <p>There is some evidence that serious gaming/gamification may improve health professionals’ knowledge after the intervention compared with traditional education. In addition, some low-quality evidence shows that serious gaming/gamification may improve or be equivalent to traditional education for skills and to other modalities of digital education for knowledge and skills. Future research should evaluate theory-grounded interventions and assess patient outcomes, economic outcomes of education, and adverse events.</p>
      </sec>
    </sec>
  </body>
  <back>
    <app-group>
      <app id="app1">
        <title>Multimedia Appendix 1</title>
        <p>MEDLINE (Ovid) search strategy.</p>
        <media xlink:href="jmir_v21i3e12994_app1.pdf" xlink:title="PDF File (Adobe PDF File), 93KB"/>
      </app>
      <app id="app2">
        <title>Multimedia Appendix 2</title>
        <p>Outcome and results of included studies comparing serious gaming.</p>
        <media xlink:href="jmir_v21i3e12994_app2.pdf" xlink:title="PDF File (Adobe PDF File), 96KB"/>
      </app>
      <app id="app3">
        <title>Multimedia Appendix 3</title>
        <p>Outcome and results of included studies comparing serious gaming/gamification and other digital education approaches.</p>
        <media xlink:href="jmir_v21i3e12994_app3.pdf" xlink:title="PDF File (Adobe PDF File), 137KB"/>
      </app>
      <app id="app4">
        <title>Multimedia Appendix 4</title>
        <p>Outcome and results of included studies comparing serious gaming/gamification and another type of serious gaming/gamification intervention.</p>
        <media xlink:href="jmir_v21i3e12994_app4.pdf" xlink:title="PDF File (Adobe PDF File), 99KB"/>
      </app>
    </app-group>
    <glossary>
      <title>Abbreviations</title>
      <def-list>
        <def-item>
          <term id="abb1">COTS</term>
          <def>
            <p>commercial off the shelf</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb2">cRCT</term>
          <def>
            <p>cluster randomized controlled trials</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb3">e-learning</term>
          <def>
            <p>electronic learning</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb4">e-module</term>
          <def>
            <p>electronic module</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb5">FPS</term>
          <def>
            <p>first-person shooter</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb6">OSCE</term>
          <def>
            <p>objective structured clinical examination</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb7">RCT</term>
          <def>
            <p>randomized controlled trials</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb8">SMD</term>
          <def>
            <p>standardized mean differences</p>
          </def>
        </def-item>
      </def-list>
    </glossary>
    <ack>
      <p>This review was conducted in collaboration with the Health Workforce Department at the World Health Organization (WHO). We would like to thank Mr Carl Gornitzki, Ms GunBrit Knutssön, and Mr Klas Moberg from the University Library, Karolinska Institutet, Sweden, for developing the search strategy. We gratefully acknowledge funding from the Lee Kong Chian School of Medicine, Nanyang Technological University Singapore, Singapore (e-learning for health professionals’ education grant). We would like to thank Julian Alvarez, CIREL Laboratory of the Educational Science Department, University of Lille, France, and Jurriaan van Rijswijk, Games for Health Europe, Helmond, the Netherlands, for their content expertise and invaluable guidance in developing the review protocol.</p>
    </ack>
    <fn-group>
      <fn fn-type="conflict">
        <p>None declared.</p>
      </fn>
    </fn-group>
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