Published on in Vol 23, No 9 (2021): September

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/30390, first published .
Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)

Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)

Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)

Journals

  1. Conceição Gomes Lourenço M, Fernandes C, Campos Vale M. The use of games by nurses in palliative care: a scoping review. International Journal of Palliative Nursing 2023;29(2):58 View
  2. Suppan M, Stuby L, Harbarth S, Fehlmann C, Achab S, Abbas M, Suppan L. Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study. JMIR Serious Games 2021;9(4):e33003 View
  3. Weiland A, Reiband N, Schäffeler N, Zurstiege G, Giel K, Zipfel S, Mack I. A Serious Game for the Prevention of Obesity in School Children–Impact of Parent’s Involvement: A Randomized Controlled Trial. Life 2022;12(6):779 View
  4. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
  5. Tuil N, Lescaille G, Jordan L, Berteretche M, Braud A. Implementation of game‐based training in oral rehabilitation of edentulous patients in an undergraduate dental course. Journal of Dental Education 2023;87(3):364 View
  6. Gallagher R, Kessler K, Bramham J, Dechant M, Friehs M. A proof-of-concept study exploring the effects of impulsivity on a gamified version of the stop-signal task in children. Frontiers in Psychology 2023;14 View
  7. Dewhirst A, Laugharne R, Shankar R. Therapeutic use of serious games in mental health: scoping review. BJPsych Open 2022;8(2) View
  8. Naqvi W, Qureshi M. Gamification in Therapeutic Rehabilitation of Distal Radial and Ulnar Fracture: A Case Report. Cureus 2022 View
  9. Azizoddin D, Thomas T. Game Changer: Is Palliative Care Ready for Games?. JCO Clinical Cancer Informatics 2022;(6) View
  10. Naqvi W, Qureshi M, Nimbulkar G, Umate L. Gamification for Distal Radius Fracture Rehabilitation: A Randomized Controlled Pilot Study. Cureus 2022 View
  11. Naqvi W, Qureshi M. Rapid Synthesis of the Literature on the Evolution of Gamification in Distal Radial Fracture Rehabilitation. Cureus 2022 View
  12. Elvsaas I, Garnweidner-Holme L, Habib L, Molin M. Development and evaluation of a serious game application to engage university students in critical thinking about health claims: a mixed-method study (Preprint). JMIR Formative Research 2022 View
  13. Arévalo-Baeza M, Viuda-Serrano A, Juan-Llamas C, Sotoca-Orgaz P, Asín-Izquierdo I. Impact of a Serious Game (#RedPingüiNO) to Reduce Facial Self-Touches and Prevent Exposure to Pathogens Transmitted via Hands: Quasi-Experimental Intervention. JMIR Serious Games 2023;11:e45600 View
  14. Lukka L, Salonen A, Vesterinen M, Karhulahti V, Palva S, Palva J. The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study. BMC Digital Health 2023;1(1) View
  15. de Beer E, van Os-Medendorp H, Groeneveld S, Jukema J. Perceived contribution of a hybrid serious game to the development of collaborative problem solving among undergraduate nursing students: A mixed method design. Nurse Education in Practice 2023;73:103794 View
  16. Lukka L, Palva J. The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment. JMIR Serious Games 2023;11:e42173 View
  17. Flinton D, Khine R, Mannion L, O’Sullivan C, Cherry P. Gamification in radiotherapy education: adopting competitive task elements in simulation using the virtual environment of a radiotherapy treatment room (VERT) system. Journal of Radiotherapy in Practice 2023;22 View
  18. Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. JMIR Serious Games 2023;11:e39019 View
  19. Lukka L, Karhulahti V, Bergman V, Palva J. Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO. Internet Interventions 2024;35:100706 View
  20. Cheng P, Huang Y, Yang P, Wang H, Xu B, Qu C, Zhang H. The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials. JMIR Serious Games 2024;12:e52990 View
  21. Ortega Morán J, Pagador J, Gilete Preciado V, Moyano-Cuevas J, Rodríguez Domínguez T, Santurino Muñoz M, Sánchez Margallo F. A Serious Game for Cognitive Stimulation of Older People With Mild Cognitive Impairment: Design and Pilot Usability Study. JMIR Aging 2024;7:e41437 View
  22. Luo Q, Zhang Y, Wang W, Cui T, Li T. mHealth-Based Gamification Interventions Among Men Who Have Sex With Men in the HIV Prevention and Care Continuum: Systematic Review and Meta-Analysis. JMIR mHealth and uHealth 2024;12:e49509 View
  23. Kim H. Attraction and achievement as 2 attributes of gamification in healthcare: an evolutionary concept analysis. Journal of Educational Evaluation for Health Professions 2024;21:10 View
  24. Hlaing P, Cheah P, Boonchutima S. Ethical gamified health communication intervention to prevent Work-related Musculoskeletal Disorders (WMSDs) in Myanmar migrants at Thailand's seafood factory: A study protocol. Wellcome Open Research 2024;9:347 View
  25. Freyer O, Wrona K, de Snoeck Q, Hofmann M, Melvin T, Stratton-Powell A, Wicks P, Parks A, Gilbert S. The regulatory status of health apps that employ gamification. Scientific Reports 2024;14(1) View
  26. Donoso F, Peirano D, Agüero R, Longo C, Apalla Z, Lallas A, Jaimes N, Navarrete-Dechent C. Use of game-based learning strategies for dermatology and dermoscopy education: a cross-sectional survey of members of the International Dermoscopy Society. Clinical and Experimental Dermatology 2025;50(2):365 View
  27. Gustmann K, De Figueirêdo M, Cano M, Queiroz J. Jogos Sérios como ferramenta de capacitação da Atenção Primária. Journal of Health Informatics 2024;16(Especial) View
  28. Bi C, Zhang D, Sun Z, Jin Y, Yang R. Gamification effects in green behaviors: A double-edged sword. Journal of Cleaner Production 2024;483:144312 View
  29. Yang Y, Koenigstorfer J. The curvilinear effects of relative positions in smartphone app leaderboards on physical activity. Computers in Human Behavior 2025;165:108532 View
  30. Guimarães A, Lin F, Panizzutti R, Turnbull A. Effective engagement in computerized cognitive training for older adults. Ageing Research Reviews 2025;104:102650 View
  31. Facchino A, Marchetti D, Colasanti M, Fontanesi L, Verrocchio M. The use of serious games for psychological education and training: a systematic review. Frontiers in Education 2025;10 View
  32. Miranda J, Browne R, da Silva W, Rodrigues dos Santos J, Campbell C, Ramos I. Effects of a Session of Exergames and Traditional Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial. JMIR Serious Games 2025;13:e65562 View
  33. Mulgund P, Li Y, Singh R, Purao S, Agrawal L. The Design and Evaluation of a Mental Health Educational App for Paternal Postpartum Depression. International Journal of Human–Computer Interaction 2025;41(20):13192 View
  34. Santos E, Sevivas C, Carvalho V. Managing Food Waste Through Gamification and Serious Games: A Systematic Literature Review. Information 2025;16(3):246 View
  35. Glass S, Galati A. Advancements and challenges in methodological approaches for game-based health interventions: a scoping review. Frontiers in Digital Health 2025;7 View
  36. Ramsamooj A, Shanaa J, Bernstein E, Augustynski R, Sands N, Mabourakh M, Chang H, Gullo J. Enhancing Knowledge Retention in Medical Education Through Escape Box Games. Cureus 2025 View
  37. Lheureux A, Lejeune T, Simons A, Gillis A, Everard G. Virtual reality effects on balance and mobility in people with Parkinson's disease: A systematic review with meta-analysis. Annals of Physical and Rehabilitation Medicine 2025;68(6):101967 View
  38. Pan S, Jiang Z, Huang J, Xu L, Shang S. Technology transforming nursing education: Perspectives from health care simulation. Interdisciplinary Nursing Research 2025;4(1):47 View
  39. Barbalho Y, Silva C, Fernandes C, Trombini R, Melo P, Oliveira A, Pereira A, Silva A, Lima L, Stival M, Pinho D, Funghetto S. A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults’ Health: Design and Validation Study. JMIR Serious Games 2025;13:e66289 View
  40. Ahmed Dahri N, Yahaya N, Mugahed Al-Rahmi W, Almuqren L, Almgren A, Alshimai A, Samed Al-Adwan A. The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives. IEEE Access 2025;13:70791 View
  41. Huang X, Jiang Z, Dai Y, Liu Y, Dai Z, Wang J, Chen L, Wang Z, Wu W, Huang L. Effect of Gamification on Improved Adherence to Inhaled Medications in Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial. Journal of Medical Internet Research 2025;27:e65309 View
  42. Çakmak R. Sağlık Sektöründe Oyunlaştırma ile İlgili Yapılan Çalışmaların Bibliyometrik Analizi. Süleyman Demirel Üniversitesi Vizyoner Dergisi 2025;16(46):487 View
  43. Salami A, Aladelusi T, Ramprasad V, Jayasinghe R, Kanmodi K. Serious games: a game changer in cancer education. Exploration of Digital Health Technologies 2025;3 View
  44. Misara R, Verma D, Mishra S, Dubey R. Beyond points and badges: Unveiling the impact of gamification in management studies. Acta Psychologica 2025;258:105114 View
  45. Gkintoni E, Magriplis E, Vantaraki F, Skoulidi C, Anastassopoulos P, Cornea A, Inchaurraga B, Santurtun J, Mancha A, Giorgakis G, Kouppas K, Timotheou S, Moreno Juan M, Muñagorri M, Harasiuk M, Lopez A, Skoulidi E, Vantarakis A. Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform. Behavioral Sciences 2025;15(7):847 View
  46. Farooq F, Ishaq K, Alvi A, Rosdi F, Nawaz N, Yaseen S. Transforming Healthcare Training: Personalized and Gamified First Aid Education. Human Behavior and Emerging Technologies 2025;2025(1) View
  47. Arias A, Seo M, Gancedo‐Caravia L, Fernandez‐Garcia I, Pérez‐Higueras J. Innovative Didactic Learning Formats: Have They Improved Dental Education? A Systematic Review and Meta‐Analysis. International Endodontic Journal 2025 View
  48. Yang H, Chang F, Zhu D, Fumie M, Liu Z, Zhang W, Cai J. Gamified interventions for schizophrenia rehabilitation: A systematic scoping review. Clinical Psychology Review 2025;122:102651 View
  49. Liu J, Jasim M, Song J, Ha S, Kim J, Kim D, Lee H, Kim B, Jung H. Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHD. ACM Transactions on Computer-Human Interaction 2025 View
  50. Krohmann S, Rank S, Schmidt-Kraepelin M, Thiebes S, Sunyaev A. Quest for quality: a review of design knowledge on gamified AI training data annotation systems. Behaviour & Information Technology 2025:1 View
  51. Kong X, Li Z, Chen J, Yun Q, Mao Y, Chen Y, Wang X, Zhou W, Zhao L, Wu X, Yang C, Zheng Y, Chang C. Develop a personalised serious game applet for smoking cessation: protocol for enterprise-based cluster randomised controlled trial. BMJ Open 2025;15(11):e098981 View
  52. Barakat N, Dechant M, Poulet E, Cailhol L, Brunelin J, Friehs M, Neige C. Response Inhibition in borderline personality disorder assessed with a gamified stop signal task. Scientific Reports 2025 View

Books/Policy Documents

  1. Dawson R, Donevant S. Smartphone Apps for Health and Wellness. View
  2. Warsinsky S, Schmidt-Kraepelin M, Thiebes S, Wagner M, Sunyaev A. The Transdisciplinary Reach of Design Science Research. View
  3. Pavithra M, Ramya G. Digital Twins for Sustainable Healthcare in the Metaverse. View