Keywords
Education, medical - health occupations - learning - games - outcome assessment
Introduction
The 21st century saw the emergence and implementation of digital education in health professions
education. With demonstrated impact on patient safety [1] through medical simulations, and case studies describing improved learning outcomes,
it is therefore unsurprising that there is an increased research effort into digital
learning and emerging technologies in health professions education. Serious games
(SG) area is an area that has received increased attention. According to Bergeron
[2], a serious game is an “interactive computer application, with or without significant
hardware components,” that is challenging, engaging, and that supplies the user with
competencies useful in reality. To date, there is an expanding use of serious games
in professional training, ranging from laparoscopy [3] to professional behaviors and attitudes [4]. The practice of medicine is one that requires precision and consistency to provide
effective treatment while ensuring patient safety. Health professions education should,
therefore, be held to strict and reproducible standards.
Despite the increased adoption of serious games in health professions education, current
literature still mostly includes independent case studies only. Most review articles
and proceedings publications about serious games in health professions education raise
questions on their pedagogical methods, assess the evidence of their educational effectiveness,
or examine how they are employed in health professions education [5]
[6]
[7]
[8]
[9]
[10]
[11]
[12]
[13]
[14]
[15]
[16]. Most articles examine serious games targeted on health promotion for the general
population and patients. Few articles examine serious games used exclusively by under-,
postgraduate medical students, medical doctors, and allied health [5]
[7]
[8]
[11]
[16]. One review article examined video games and publication trends of the medical literature,
but it focused on the possible biases of the researcher’s attitudes toward video games
[17]. We did not find a review article that examines the trends of the use of serious
games for the education of health professionals, using publication metadata. Furthermore,
reviews on the efficacy of serious games for health professions education is limited
[8], and their effects are primarily extrapolated from publications that described serious
games in a much broader context [17].
This paper aims to provide an overview of the research trends and a scoping review
of the efficacy of serious games for health professions education with regards to
short-term learning outcomes. For a more comprehensive review, we will also be answering
the two following research questions: (i) What are the main publication trends for
SG? and (ii) What is the reported learning efficacy of SG with regards to the type
of competency trained and the different health professions?
Methods
Review of Serious Games Publication Trends
We performed a search through the Web of Science core collection database and decided
to limit the publication date from 1996 as most earlier publications did not have
abstracts available. We examined the metadata on serious games in health professions
education and narrowed it to the education for medical doctors as undergraduate, postgraduate,
and medical specialties, dental, pharmacy, nurse education, and allied health. The
reason for that definition was that the scope of knowledge in these professions has
overlapping areas and skills. Even though there are reviews on the topic, we did not
find any that examined the trends in the field for the two past decades using metadata.
One of the key insights is that the domain of serious games is not an established
field of study and therefore often not used as a term or a concept. Therefore, we
decided to use the broader term of “games” as well as derivatives such as “gamification”
for the search. We included publications about “digital games” and only the simulations
which had gaming elements and excluded the ones about virtual reality and e-learning
applications [19]. While both games and health professions education have many publications, when
you combine the two it leads to a small subset of papers. About 1.7% of game-related
publications are related to health professions education, and about 0.04% of health
professions education publications are related to games.
Scoping Review of Serious Games Learning Efficacy
A scoping review was performed on current literature regarding serious games and health
professions education. Health professions education is the formal training of personnel
involved in patient care – from undergraduates to full-time doctors and nurses. Short-term
learning refers to the performance of learners within the confines of the game and
immediately after. The ability to achieve target outcomes define efficacy. In this
context, serious games can produce improved short-term learning. This will be assessed
through learners’ scores. Given the nature of the review, no ethical consideration
was required.
To triangulate the field, we sourced literature from ERIC for educational psychology,
Web of Science for top journals, and Medline for a clinical perspective. Other used
databases included Education Source, PsychINFO, Global Health, and CINAHL. Key-terms
(“serious gam*”) AND (educat* OR train* OR teach*) AND (medical OR medicine OR surge*
OR surgical OR physician OR healthcare OR doctor* OR nurs* OR “allied health”) were
searched by topic. The search was last performed on 30th August 2018. Reviews, interviews, editorials, letters, and meeting abstracts were
excluded from the search. Non-English language articles were also excluded. Dentistry
and professions without international regulation (i.e., allied health) were excluded
as well.
After an initial screening via titles and abstracts, the remaining studies were evaluated
in full-text and classified based on competency and target group. The format to categories
“competency” is derived from Rice and Sinclair [20] who described competency as “Knowledge, Skills, and Attitudes”. This method of categorization
has seen widespread use in other educational research including Kirkpatrick’s four
levels [21] and Miller’s prism of clinical competence [22]. In this paper, we further characterized “Skills” as either “Technical Skills” (the
manual dexterity when performing procedures) or “Cognitive Skills” (the ability to
correctly apply knowledge to achieve desired outcomes, e.g., diagnostic reasoning).
“Knowledge” is defined as content knowledge on a particular topic, whereas “Attitudes”
refers to the affective domain comprising personal beliefs and behaviors including
ethics, patient safety, and interpersonal skills. The target group was categorized
in two ways: by health professions (medicine or nursing), and by the level of education
(undergraduates or postgraduates).
Results
Serious Games Publication Trends
We attempted to identify the very early efforts, the origins of the first research
in serious games in health professions education. As we explained, the term “serious
games” is not well established and therefore a lot of publications, especially earlier
ones, do not explicitly refer to their research as serious games, but as video games.
The first paper in the dataset we examined is from 1996 and discusses a simulation
game in pre-registration nurse education [23]. The first paper that explicitly calls out “serious games” in health professions
education in its title comes 11 years later in a paper by Case Western Reserve University
[24].
We noticed an overall increase in literature from 1996 to 2018, which demonstrates
a healthy growth in the interest of this subject. We can distinguish 3 phases: (i)
the exploratory phase up to 2006, (ii) the early growth from 2007 to 2012, and (iii)
the development phase from 2013 onwards ([Figure 1]).
Fig. 1 Publications trends are composed of three main phases: (i) the exploratory phase
up to 2006, (ii) the early growth from 2007 to 2012, and (iii) the development phase
from 2013 onwards.
From 1996 to 2006 (11 years), 14 articles were published. In the following period,
from 2007 to 2012 (6 years), 77 articles were published, and in the last and recent
period from 2013-2017 (5 years) 159 articles were published. So, we have moved from
on average of 1.3 articles/year during the first period, to 12.8 articles/year during
the second period, and 31.8 articles/year in the more recent period. Even though the
articles published decreased in 2017, it seems that it picked up again in 2018.
With regards to the key conferences targeted by publications on this topic, we can
see a diversity of conferences. However, one stands out, which produced the largest
number of publications in our collection, the IEEE International Conference on Serious
Games and Applications for Health which has been held on most years since 2011.
Most of the publications written on the topic come from the USA (n=91). When looking
at the geographical area of North America, i.e., combining the USA and Canada, we
have 122 articles. The most productive European country on the topic is the UK (n=30).
When we add the articles by all European countries though, we see that they are 128,
which makes Europe the one most active area in the topic. Asian countries have 13
publications in the group, led by China and Singapore.
Several articles spread over more than one research area, such as surgery and health
care sciences. Of the medical specialties, the most researched topics are surgery
(n=39) and nursing education (n=30), followed by general internal medicine and rehabilitation.
Serious Games Learning Efficacy
We got a total of 775 retrieved papers. The [Figure 2] displays the whole process of the literature search. Only 25 studies addressed short-term
learning in serious games for health professions education. [Table 1] gives an overview of these publications. They spanned from 2010 to 2018 and described
23 different serious games. Twenty-two were quantitative analyses, and three were
qualitative. Regarding experimental design, 15 were Randomized-Controlled Trials (RCTs),
and the remaining ten were quasi-experimental. Of the 25 publications, 16 had both
pre-test and post-test evaluations. Collation of empirical results showed that all
these 16 studies demonstrated serious games for health professions education to be
efficacious with regards to short-term learning outcomes. This is due to a significant
increase in post-test scores over pre-test.
Fig. 2 Search strategy for literature on serious games (SG) for health professions education
with regards to short-term learning (STL) outcomes.
Table 1
Overview of the 25 studies that address short-term learning outcomes in serious games
for health professions education.
|
Paper
|
Aim of the paper
|
Serious Game
|
In-Game Objectives
|
Research Design
|
Competency
|
Target Group
|
|
1 [25]
|
To examine the effects of fidelity of open patient cases as an adjunct to an online
course, on leaner's cognition and motivation.
|
abcdeSIM
|
The serious game challenges the players to perform the ABCDE approach on virtual patients
and provides virtual tools for physical examination and investigations. The objective
is to accurately interpret findings and manage the patient promptly (15 minutes).
|
RCTB
|
K + S (C)
|
Medical Students#
|
|
2 [26]
|
To assess cognition and motivation between the use of course manual versus an additional
serious game in teaching emergency medicine.
|
Quasi-experimentalA
|
K + S (C)
|
Doctors&
|
|
3 [27]
|
Reporting of the preliminary assessment of InsuOnline©.
|
InsuOnline©
|
The player is challenged using an increasing complexity series of cases involving
diabetes and is tasked to choose the best management option to improve diabetic control.
The game provides immediate feedback after each action and allows progression only
if sufficient correct decisions are made.
|
Quasi-experimentalA
|
K
|
Medical Students#; Doctors&
|
|
4 [28]
|
To compare the appropriateness, acceptability, and effectiveness of InsuOnline© against
continual medical education on diabetic medicine education.
|
RCTA
|
K
|
Doctors&
|
|
5 [29]
|
To assess improvements in laparoscopy competence using the game “Underground”.
|
Underground
|
Players are tasked to free robots which are stuck underground and guide them to the
surface while navigating through obstacles using game controllers that mimicked the
movements of laparoscopic surgery.
|
RCTA
|
S (T)
|
Medical Students#
|
|
6 [3]
|
To compare the efficacy of using “Underground” versus control in teaching laparoscopy.
|
Quasi-experimentalB
|
S (T)
|
Doctors&
|
|
7 [30]
|
A report on the crafting and utilization of the UT TIME Portal, as well as the related
experimental outcomes.
|
UT TIME
|
To improve interviewing skills, players have to interact with a virtual patient and
ask for relevant symptoms, while choosing when to continue listening, check for accuracy,
or transition to a different symptom attribute.
|
Quasi-experimentalC
|
A
|
Medical Students#
|
|
8 [31]
|
To contrast the educational outcomes between traditional Advanced Cardiac Life Support
(ACLS) lessons versus ACLS simulations using virtual reality
|
ACLS virtual reality simulator
|
In this multiplayer game, each player takes on a role in the resuscitation team, with
unique objectives (e.g., chest compression, airway). The team has to evaluate the
patient clinically and resuscitate accordingly.
|
RCTA
|
K + S (C & T)
|
Doctors&
|
|
9 [32]
|
To assess the differences in outcomes with regards to cognition, attention to patient
safety, and motivation between the users of “Air Medic Sky-1” versus an online course.
|
Air Medic Sky-1
|
The game teaches patient safety awareness through communication and stress management
skills. Players have to treat multiple patients simultaneously while implementing
breathing techniques to manage stress, and communicating effectively with the virtual
healthcare team.
|
RCTB
|
A
|
Medical Students#
|
|
10 [33]
|
To analyze educational outcomes after the use of a mixture of laboratory and computer
simulations regarding the clinical assessment of the newborn amongst nursing undergraduates.
|
eBaby
SSRNPT
|
The game virtually simulates a preterm infant with respiratory problems maintained
in the incubator. Participants are challenged to assess the preterm infant and intervene
accordingly clinically.
|
Quasi-experimentalC
|
S (C)
|
Nursing Students#
|
|
11 [34]
|
To analyze the experimental outcomes of the “Critical Transport” serious game.
|
Critical Transport
|
Players have to clinically evaluate the patient and decide the right crew and equipment
to transport the patient, using recommendations from the Portuguese Society of Intensive
Care.
|
Quasi-experimentalC
|
K, S (C)
|
Medical Students#
|
|
12 [35]
13 [36]
|
To assess the understanding and proficiency in the use of Vancomycin amongst healthcare
professionals.
To report on the crafting, utilization, and experimental outcomes of eMedOffice.
|
Vancomycin interactive
eMedOffice
|
Players have to make choices based on scenarios depicted in video clips of patient-doctor
interactions. These choices aim at testing the knowledge regarding the use of Vancomycin
in managing Methicillin-Resistant Staphylococcus Aureus (MRSA).
In this 2D simulation, players have to optimize the interior design of a medical clinic.
Virtual workers and patients feedback on the layout, allowing subsequent troubleshooting
and improvement.
|
Quasi-experimentalC
Quasi-experimentalC
|
K
K
|
Pharmacists, Nurses&, Doctors&
Medical students#
|
|
14 [37]
|
To evaluate the efficacy of “EMSave” serious game for ALS retraining.
|
EMSave
|
The player plays as the leader of an ALS team and has to clinically evaluate the patient
and provide effective intervention. He also has to communicate effectively with the
patient and bystanders for history taking.
|
Quasi-experimentalC
|
K + S (C)
|
Nurses&, Doctors&
|
|
15 [38]
|
To evaluate the use of “Touch Surgery” to educate medical students on thoracostomy.
|
Touch Surgery
|
Players are guided through surgical procedures via touchscreen motion gestures on
the phone. Learning is assessed via rehearsal of the gestures.
|
RCTB
|
S (T)
|
Medical students#
|
|
16 [4]
|
To assess if serious games can enhance surgeons' reaction to apparatus or machinery
failure during surgery.
|
Dr. Game, Surgeon Trouble
|
Players have to create rows of three similar blocks. Sporadically, changes in the
game environment occur outside the players' direct focus of attention. Players have
to recognize them and respond accordingly for bonus points.
|
RCTB
|
A
|
Doctors&
|
|
17 [39]
|
To assess the effect of serious games on intermediate life support (ILS) outcomes.
|
PULSE
|
Players are faced with choices that test understanding of equipment and intermediate
life support principles through clinical scenarios. The timeliness of the response
and actions translates to the player's score.
|
RCTB
|
K + S (C)
|
Nursing Students#
|
|
18 [40]
|
To assess “GeriatriX” in teaching effective clinical judgment regarding patient autonomy,
applicability, and price of healthcare.
|
GeriatriX
|
Through three clinical scenarios depicting the same clinical issues but different
patient preferences and socio-economic factors, players have to choose the optimal
diagnostic and therapeutic strategy for each of them.
|
RCTA
|
K
|
Medical Students#
|
|
19 [41]
|
To compare the effectiveness of an e-module versus a serious game, on top of simulation,
to teach the management of cardiac arrest.
|
Staying Alive
|
The player interacts with a virtual patient who has just experienced a cardiac arrest.
Through this interaction, the player can take actions to learn appropriate behavior,
movements, and techniques of cardiopulmonary resuscitation (CPR).
|
RCTA
|
S (T)
|
Medical Students#
|
|
20 [42]
|
To assess if “Orthotopic Liver Transplant (OLT) Trainer” will enhance surgeon performance
and educate best practices.
|
OLT Trainer
|
The player has to bring patients through phases of surgery, from preoperative assessment
to ICU admission. The player uses in-game funds to perform actions and to purchase
equipment and tests to complete each phase.
|
RCTA
|
K + S (C)
|
Doctors&
|
|
21 [43]
|
To assess the comparative effectiveness of triage trainer and conventional training
methods with regards to major incident. triage.
|
Triage Trainer LISSA
|
The player is the first responder to a bomb explosion scene and has to identify and
clinically evaluate the casualties, as well as assign the appropriate priority to
each of them.
|
RCTB RCTB
|
K + S (C)
|
Doctors&, Nurses& and paramedics
|
|
22 [44]
|
To illustrate and assess the effectiveness of LISSA in CPR education for nursing students.
|
LISSA
|
Player has to provide CPR to a virtual patient via keyboard
inputs, and is assessed by timeliness, rhythm, and depth.
|
RCTB
|
S (T)
|
Nursing Students#
|
|
23 [45]
|
To compare using a V.R. system versus lecture-styled education in educating nursing
students on pediatric respiratory content.
|
N.A.
|
Players have to accurately clinically evaluate virtual pediatric patients with respiratory
problems and provide intervention. Players have to hand-off in the SBAR format at
the end of the scenario.
|
RCTB
|
Phase 1: K
Phase 2: K + S (C&T
|
Nursing Students#
|
|
24 [46]
|
To assess the effectiveness of a serious game to enhance knowledge of blood transfusion
provision amongst undergraduate nurses.
|
N.A.
|
Player has to complete the pre-transfusion, transfusion, and post transfusion phases
regarding administering a blood transfusion. This is done through mini-games that
test his/her knowledge at each phase.
|
RCTA
|
K + S (C)
|
Nursing Students#
|
|
25 [47]
|
To evaluate the effectiveness of a serious game in improving learner confidence in
dealing with post-partum hemorrhage.
|
N.A.
|
In this multiplayer game, player operates in teams to clinically evaluate (through
investigations and physical examination) and manage virtual patients with post-partum
hemorrhage.
|
Quasi-experimentalC
|
K + S (C & T) + A
|
Doctors&
|
|
Legend
|
RCTA = Randomized-Controlled Trials with
pre-test & post-test
RCTB = Randomized-Controlled Trials with
post-test without pre-test
Quasi-experimentalA = Quasi-experimental with
control, pre-tests & post-test
Quasi-experimentalB = Quasi-experimental with
control & post-test, without pre-tests
Quasi-experimentalC = Quasi-experimental with pre-test & post-test, without control
K = Knowledge
S (T) = Technical Skills
S (C) = Cognitive Skills
A = Attitudes
# = Undergraduates
& = Postgraduates
Eighteen of the 25 papers were controlled experiments using traditional methods of
education. All but four of the 18 studies documented significantly higher post-test
scores after serious games compared to the control. This suggests that serious games
for health professions education were more efficacious than conventional teaching
methods. The four dissenting publications (publications number 1, 8, 9, and 19 in
[Table 1]) concluded that serious games were only as efficacious as their traditional counterparts.
[Figure 3] summarizes the efficacy of SG based on competencies. [Table 2] describes the efficacy of serious games based on health professionals targeted.
Fig. 3 Classification of publications based on the competency addressed. The number in each
field shows the study count for each class. Solid fields belong to one class. The
field with top-left to bottom-right diagonal lines represents studies with classes
Knowledge and Skills (cognitive). The field with top-right to bottom-left diagonal
lines represents studies with classes Knowledge, Skills (cognitive) and Skills (technical).
The crosshatched field show the publication belonging to all four classes. The number
in brackets represents the number of articles that documented no significant difference
in short-term learning between serious games and control. Example: there are 5 publications
on serious games that only train the competency of Technical Skills, of which 1 describes
that serious games are only as effective, but not significantly better than control
at achieving short-term learning outcomes
Table 2
Classification of publications by health professionals. The number in brackets represents
the number of articles that documented a significant difference in short-term learning
between serious games and control.
|
Domain
|
Level
|
Number of studies
|
|
Medicine
|
Undergraduate
|
9 (7)
|
|
Postgraduate
|
7 (6)
|
|
Both
|
1(1)
|
|
Nursing
|
Undergraduate
|
5 (5)
|
|
Postgraduate
|
0 (0)
|
|
Both
|
0 (0)
|
|
Medicine & Nursing
|
|
3 (3)
|
Discussion
With regards to the publication trends, the gaming field could be regarded as still
emerging, getting an accelerated interest by researchers. Serious games applied to
patients, and the general population, have attracted a broader research interest than
serious games for medical practitioners.
The United States dominate research but Europe, as a whole, has a predominant position.
Asian researchers are not significantly represented, so there is an area of opportunity
for this part of the world. There are no firmly established journals and conferences
that focus on serious games in health professions education. Key areas serious games
are applied to are surgery and nursing education.
The review of learning efficacy showed that serious games for health professions education
are efficacious for short-term learning. The finding is consistent with studies by
Sipiyaruk [48] and Connolly [49]. The former described the teaching of medicine and dentistry using serious games,
and the latter was a review of the use and impact of computer and serious games in
a broader context.
This study further suggests that serious games could even be more efficacious than
conventional methods of health professions education. According to user-experience
surveys in 11 of the 25 articles [25]
[26]
[27]
[28]
[32]
[35]
[36]
[37]
[39]
[40]
[46], many reported an increased sense of engagement and immersion. This was commonly
credited to the competitive element, fun, and interactivity of the games. Undoubtedly,
serious games when designed appropriately have the edge over conventional teaching
methods regarding user experience and, in extension, player retention and learning.
Furthermore, serious games also allow “stealth learning” [50] which is explained by Wouter as “when the trainee is too busy having fun to notice
an improvement on key educational outcomes” [3]. These reasons could explain the significantly higher post-test scores after serious
games. However, evidence supporting this claim is not consistent as four of the 18
controlled experiments stated otherwise. On the other hand, these inconsistencies
could be attributed to limitations such as ceiling effect [25] and small sample sizes [31].
However, the favorable findings described above when taken at a general level calls
for a more in-depth analysis based on target groups and competencies. We have undertaken
that analysis which revealed many gaps to address to be conclusive about efficacy.
These gaps will be discussed in the next two sections below.
Competencies Addressed by Serious Games
From [Figure 3], there is significant clustering and overlap of existing literature about “Knowledge,”
“Technical skills” and “Cognitive skills” competencies. These overlaps could signify
the transition of learning as described by Miller’s prism of clinical competence [22] from “knows” to “shows,” also represented by the thick arrow in [Figure 3]. An example is the serious game for Advanced Cardiac Life Support (ACLS) in paper
8 [31] ([Table 1]). Firstly, learners had to understand the pathologies and principles of ACLS (Knowledge).
Next was the ability to reach a correct diagnosis through diagnostic reasoning (Cognitive
skills). Last, learners had to familiarize themselves with the provision of life-saving
interventions (Technical skills).
The transition of learning is described by Robert E. Haskell [51] as the “use of past learning when learning something new and the application of
that learning to both similar and new situations”. It is also “universally accepted
as the ultimate aim of teaching”. This repeated transfer and reinforcement of information
from one competency to another would only serve to strengthen one’s understanding
and retention. The transition of learning is, after all, “the key to all effective
instruction and learning” [51]. In the same vein, the transfer of said learning to the affective domain should
only serve to fortify one’s understanding further.
However, it is evident from [Figure 3] that there is a gap in current literature concerning the integration of “attitudes”
with other competencies when designing serious games for health professions education.
This is reflected by the minimal overlap between “Attitudes” and the three other competency
types. Therefore, we hypothesize that serious games for health professions education,
with the integration of learning in the affective domain, will achieve more efficacious
short-term learning outcomes compared to without.
Variation among Health Professionals
[Table 2] classifies the publications based on target groups. There is an absence of research
on serious games for postgraduate nursing education. This could perhaps be attributed
to the lack of a rigorous and significantly demanded postgraduate nursing curriculum,
unlike medicine which has residency programmes and CME (Continuing Medical Education)
sessions. Serious games for postgraduate nursing education is, therefore, a potential
gap for future research. Given the indispensable role of nurses in the healthcare
team, keeping their competencies up-to-date through education is therefore essential.
[Table 2] shows that serious games are efficacious for the medicine target group, including
both undergraduates and postgraduates. Independently, serious games also appear to
be efficacious for undergraduate nursing. However, more high-quality literature for
postgraduate nursing education is required before one can draw reliable conclusions
on the efficacy of nursing education as a whole.
Limitations of the Study
One limitation of the scoping review is the narrowed scope of its methodology. For
greater coherence across each profession, we only selected those that are internationally
regulated. As a result, publications on allied health were excluded. Doing so has
limited the scope of this review and rendered it potentially inapplicable to the entire
healthcare sector.
Another limitation is the lack of high-quality literature. Ten of the 25 publications
are quasi-experimental and hence ascribed a lower level of evidence (LOE) than the
15 RCTs. However, due to the small sample size of literature, this disparity in LOE
was not accounted for in the results. Therefore, more high-quality research in this
field is required for a more rigorous methodology.
Future Work
Apart from addressing the two gaps identified above, there is also value in evaluating
game design to understand what exactly makes a game useful.
To date, research on developing a common framework to evaluate serious games is still
limited. Conventional approaches such as Bloom’s Ordered Thinking Skills [52] and Kirkpatrick’s four Levels [21] are often used, but these models served to be non-specific when applied to serious
games. In response, academics have proposed RETAIN [53] and MEEGA+ [54] to promote a new design paradigm for this platform. However, there is still an absence
of a clear standard especially in the field of serious games for health professions
education.
Therefore, future work could look into designing a framework specific to the evaluation
of serious games for health professions education – in particular how game mechanics
and learning mechanics tie in to achieve learning. To accomplish this, we could increase
the granularity of the methodology to identify relevant mechanics in well-established
serious games. This could potentially shift the focus of current research from the
promotion of games to one that discusses game design, enabling earlier intervention
and the development of more efficacious serious games in the future.
Conclusions
This paper supports the view that serious games can work for short-term learning in
the domain of health professions education. Most of the literature reviewed in this
paper has demonstrated that serious games can potentially be even more efficacious
than conventional teaching methods. This may be attributed to the engaging and immersive
nature of games, as well as “stealth learning”. However, despite the positive implications,
it is still too soon to apply blanket statements of efficacy across all serious games
for health professions education. Categorization of these games into competencies
and target groups reveals many gaps that have yet to be bridged. Until then, it will
be difficult to draw reliable and sweeping conclusions. The two gaps identified will
also serve as potential areas for future research for a more comprehensive understanding
in this field.