“…The use of digital serious games can allow the development of patient care-related knowledge, skills, and/or attitudes of health-care students (Barr, 2018; Gentry et al, 2019; Martí-Parreño et al, 2018; Sipiyaruk et al, 2018; Tandogan & Orhan, 2007). In the field of pharmacy, the use of digital serious games has increased because of the professional paradigmatic transition, with an emphasis on patient care that requires changes in the curricula and teaching strategies to pharmacy students and pharmacists (Anderson, 2002; Anderson et al, 2008a; Anderson et al, 2008b; Anderson et al, 2006; Audus et al, 2010; Awaisu & Mottram, 2018; Fathelrahman et al, 2016; International Pharmacy Federation, 2012; Lam et al, 2019; Mesquita et al, 2015; Toklu & Hussain, 2013; van Mil et al, 2005). Some systematic reviews are available on the use of digital serious games (played with an electronic device, e. g., computer or a mobile device) and non-digital serious games (so-called analog games or traditional games, e.g., card, board, or puzzle games) by students and professionals from different areas of Health Sciences, but no review has focused on patient care in pharmacy education (Bigdeli & Kaufman, 2009; Blakely et al, 2009; Capdarest-Arest et al, 2019; Gentry et al, 2019; Martins et al, 2015; Rienzo & Cubillos, 2020; Sardi et al, 2017; Tomé Filho et al, 2019; Wang et al, 2016).…”