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Serious games for health promotion in adolescents – a systematic scoping review
Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with ‘serious games’ being included in classrooms to engage adolescents’ learning across a range of domains. A systematic scoping review of seriou...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer US
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9638273/ https://www.ncbi.nlm.nih.gov/pubmed/36373044 http://dx.doi.org/10.1007/s10639-022-11414-9 |
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author | Andrew, Lesley Barwood, Donna Boston, Julie Masek, Martin Bloomfield, Lauren Devine, Amanda |
author_facet | Andrew, Lesley Barwood, Donna Boston, Julie Masek, Martin Bloomfield, Lauren Devine, Amanda |
author_sort | Andrew, Lesley |
collection | PubMed |
description | Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with ‘serious games’ being included in classrooms to engage adolescents’ learning across a range of domains. A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups. Player engagement/enjoyment was reported if assessed. A total of 21 studies were found to have met the inclusion criteria domains: ‘healthy lifestyle’ ‘sexual health’ and ‘substance use’. A heterogenous approach across studies to game design and development, duration of game play, use of a control group and measurement of outcome(s) was observed. Game efficacy was difficult to assess due to broad generalisations and lack of consistent evaluation methods. Several studies demonstrate serious games can be engaging and pedagogically effective as a learning device and behaviour-change agent. Several studies, however, had less rigorous evaluation and lacked longer-term follow up. The ability for developers to demonstrate positive short- and long-term impacts of serious games with high-quality evidence is essential to the ongoing acceptance and use of these serious games as part of the school curriculum. |
format | Online Article Text |
id | pubmed-9638273 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Springer US |
record_format | MEDLINE/PubMed |
spelling | pubmed-96382732022-11-07 Serious games for health promotion in adolescents – a systematic scoping review Andrew, Lesley Barwood, Donna Boston, Julie Masek, Martin Bloomfield, Lauren Devine, Amanda Educ Inf Technol (Dordr) Article Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with ‘serious games’ being included in classrooms to engage adolescents’ learning across a range of domains. A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups. Player engagement/enjoyment was reported if assessed. A total of 21 studies were found to have met the inclusion criteria domains: ‘healthy lifestyle’ ‘sexual health’ and ‘substance use’. A heterogenous approach across studies to game design and development, duration of game play, use of a control group and measurement of outcome(s) was observed. Game efficacy was difficult to assess due to broad generalisations and lack of consistent evaluation methods. Several studies demonstrate serious games can be engaging and pedagogically effective as a learning device and behaviour-change agent. Several studies, however, had less rigorous evaluation and lacked longer-term follow up. The ability for developers to demonstrate positive short- and long-term impacts of serious games with high-quality evidence is essential to the ongoing acceptance and use of these serious games as part of the school curriculum. Springer US 2022-11-04 2023 /pmc/articles/PMC9638273/ /pubmed/36373044 http://dx.doi.org/10.1007/s10639-022-11414-9 Text en © Crown 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Article Andrew, Lesley Barwood, Donna Boston, Julie Masek, Martin Bloomfield, Lauren Devine, Amanda Serious games for health promotion in adolescents – a systematic scoping review |
title | Serious games for health promotion in adolescents – a systematic scoping review |
title_full | Serious games for health promotion in adolescents – a systematic scoping review |
title_fullStr | Serious games for health promotion in adolescents – a systematic scoping review |
title_full_unstemmed | Serious games for health promotion in adolescents – a systematic scoping review |
title_short | Serious games for health promotion in adolescents – a systematic scoping review |
title_sort | serious games for health promotion in adolescents – a systematic scoping review |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9638273/ https://www.ncbi.nlm.nih.gov/pubmed/36373044 http://dx.doi.org/10.1007/s10639-022-11414-9 |
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