2017
DOI: 10.1186/s41077-017-0036-3
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Serious games for health: three steps forwards

Abstract: Serious games are educational tools which are more and more used in patient and health professional education. In this article, we discuss three main points that developers and educators need to address during the development of a serious game for health. We first explain how to develop motivating serious games by finding a point where the intrinsic and extrinsic motivations of end users can converge. Then, we propose to identify the features of serious games which enhance their learning effectiveness on the b… Show more

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Cited by 99 publications
(76 citation statements)
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“…This result gives further support to those of previous studies [ 46 , 47 , 50 ], noting that concentration, feedback and immersion do not influence players’ learning. However, this result contrasts with findings in other studies stating that concentration is essential for learning in serious games [ 18 , 27 ], that feedback influences the learning of players [ 18 , 20 , 36 , 43 , 44 ], and that autonomy is an important factor in the effectiveness of serious games [ 20 , 29 , 43 ] and is correlated with players’ learning [ 50 ]. Finally, the actual impact of immersion on learning outcomes seems more complicated in the use of video games for educational purposes [ 63 ].…”
Section: Discussioncontrasting
confidence: 93%
“…This result gives further support to those of previous studies [ 46 , 47 , 50 ], noting that concentration, feedback and immersion do not influence players’ learning. However, this result contrasts with findings in other studies stating that concentration is essential for learning in serious games [ 18 , 27 ], that feedback influences the learning of players [ 18 , 20 , 36 , 43 , 44 ], and that autonomy is an important factor in the effectiveness of serious games [ 20 , 29 , 43 ] and is correlated with players’ learning [ 50 ]. Finally, the actual impact of immersion on learning outcomes seems more complicated in the use of video games for educational purposes [ 63 ].…”
Section: Discussioncontrasting
confidence: 93%
“…These results collectively confirm that learners are very motivated to use serious games as they are more engaging, interactive and provide more continuous feedback than traditional learning methods [16,45,50,51] or e-modules [16]. Although motivation and satisfaction are complex psychological processes, the motivational effect is important in education and might be associated with better learning outcomes [8,52,53]. Increased satisfaction and motivation when a new pedagogical tool is used could engage the student to learn more, and this could have long-term impact.…”
Section: Discussionsupporting
confidence: 53%
“…Prejudice and stigmatization play important roles in the acceptance of tools and devices that support disease management [ 70 , 71 ]. This is not only the case for medical devices, but also when the game, or platform components like an activity tracker, or a sensor look clumsy or childish, they may become objects of mockery [ 72 ]. We learned from the user evaluations how essential a good balance is between flawless and non-obtrusive technology, challenging but not to difficult gameplay, and excellent fine-tuning to the age group.…”
Section: Discussionmentioning
confidence: 99%