Game-based Intervention Reporting Guidelines (GAMING): A Review on the Conceptual Ambiguity Surrounding Gamification and Serious Games in Healthcare (Preprint)

2021 ◽  
Author(s):  
Simon Warsinsky ◽  
Manuel Schmidt-Kraepelin ◽  
Sascha Rank ◽  
Scott Thiebes ◽  
Ali Sunyaev

BACKGROUND In healthcare, using game-based intervention approaches to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevailing approaches for such game-based interventions in healthcare research are gamification and serious games. Various researchers have discussed substantial conceptual differences between these two concepts, supported by empirical studies showing differences in the effects on specific health behaviors. However, researchers also frequently report cases where terms related to these two concepts are used ambiguously or even interchangeably. It remains unclear to which extent existing healthcare research explicitly distinguishes between gamification and serious games and whether it draws on existing conceptual considerations in order to do so. OBJECTIVE Our study aims to address this lack of knowledge by capturing the current state of conceptualizations of gamification and serious games in healthcare research. Furthermore, we provide tools for researchers to disambiguate reporting on game-based interventions. METHODS We employed a 2-step research approach. First, we conducted a systematic literature review of 206 studies published in the Journal of Medical Internet Research and its sister journals containing terms related to either gamification, serious games, or both. We analyzed their conceptualizations of gamification and serious games, as well as distinctions between the two concepts. Second, based on the literature review findings, we developed a set of guidelines for researchers reporting on game-based interventions and evaluated them with a group of 7 experts from the field. RESULTS Our results show that less than half of concept mentions are accompanied by an explicit definition. For the distinction between the two concepts, we identified 4 common approaches: implicit distinction, synonymous use of terms, serious games as gamified systems, and distinction based on the full game dimension. Our Game-based Intervention Reporting Guidelines (GAMING) consist of 25 items grouped into 4 topics: (1) Conceptual Focus, (2) Contribution, (3) Mindfulness about Related Concepts, and (4) Individual Concept Definitions. CONCLUSIONS Conceptualizations of gamification and serious games in healthcare literature are strongly heterogeneous, leading to conceptual ambiguity. Following the GAMING guidelines can support authors in rigorous reporting on study results of game-based interventions.

Author(s):  
Jéssica David Dias ◽  
Aline Natalia Domingues ◽  
Chris Mayara Tibes ◽  
Silvia Helena Zem-Mascarenhas ◽  
Luciana Mara Monti Fonseca

ABSTRACT Objectives: to identify in the literature the efficacy of serious games to improve knowledge for and/or behavioral changes among overweight or obese children. Method: Systematic Literature Review. The Cochrane Systematic Reviews Handbook was used. The studies were collected from the following databases: Public Medline; Web Of Science; Science Direct; Latin American and Caribbean Health Sciences Literature; and the Health Game Research and Cumulative Index to Nursing & Allied Health Literature. The descriptors were video games and obesity, while the key word was serious games. Inclusion criteria were: studies classified as Randomized Clinical Trials written in English, Spanish or Portuguese and in which children were the subjects of the study. Results: 2,722 studies were identified in the initial search and six studies remained in the final sample. The papers focused on encouraging behavioral changes in players, including physical exercise and improved eating habits. The studies report that serious games are a potential strategy to encourage positive coping with childhood obesity. Conclusion: research in this field is an expanding and promising strategy and serious games represent an alternative means to provide health education to children.


2020 ◽  
Vol 10 (21) ◽  
pp. 7859 ◽  
Author(s):  
Luis Salvador-Ullauri ◽  
Patricia Acosta-Vargas ◽  
Sergio Luján-Mora

Nowadays, serious games, called training or learning games, have been incorporated into teaching and learning processes. Due to the increase of their use, the need to guarantee their accessibility arises in order to include people with disabilities in the educational environments in an integral way. There are reviews of the literature on video games but not on web-based serious games. Serious games are different from the previous ones because their educational processes allow reinforcing learning. This literature review was conducted using the recommendations for systematic reviews proposed by Kitchenham and Petersen. Three independent reviewers searched the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases for the most relevant articles published between 2000 and 2020. Review selection and extraction were made using an interactive team approach. We applied the study selection process’s flowchart adapted from the PRISMA statement to filter in three stages. This systematic literature review provides researchers and practitioners with the current state of web-based serious games and accessibility, considering cognitive, motor, and sensory disabilities.


2011 ◽  
pp. 1228-1250
Author(s):  
Heemanshu Jain

This chapter discusses a Green IT implementation in an IT services company. Starting with a literature review on the current state of Green IT, this chapter develops the motivators for implementing a Green IT environment in an organization that is focused on services (as against products). While the data collection and analysis related to Green IT is limited in this research at its current stage, still the material discussed here follows a research approach. This discussion also contains invaluable suggestions on creation of green policies and procedures, their impact on people and processes and strategies for implementing them successfully.


2016 ◽  
Vol 26 (6) ◽  
pp. 745-763 ◽  
Author(s):  
Sai S. Nudurupati ◽  
David Lascelles ◽  
Gillian Wright ◽  
Nick Yip

Purpose There is an extensive research literature on servitisation and the related field of product-service systems that has emerged independently from different fields including engineering, management, design and environmental studies. The purpose of this paper is to conduct a structured literature review to explore, identify and synthesise the multi-disciplinary research challenges in the journey towards servitisation. Design/methodology/approach The research approach is a systematic literature review using key word searches and citation tracking for research reported between 1990 and 2013 in research databases that cover the fields which have generated the body of knowledge. Findings One of the key findings from the extant literature on servitisation is that it suffers from three fundamental weaknesses. First, numerous studies are conceptual in nature with limited practicality. Second, there are relatively few empirical studies, and often the findings relate to a single case study based on the insights of a limited number of senior managers. Third, often the dynamics are insufficiently studied in these organisations because data for most cases are collected post-event. Research limitations/implications Based on the literature review and its shortfalls, this paper proposes a holistic framework of eight themes that require further attention from academic researchers in order that a more complete conceptual understanding of servitisation is developed to support practice. Practical implications Each theme in the framework has an associated list of questions that can be addressed through research and presented to managers as a challenge agenda to improve their servitisation efforts. That servitisation is associated with differentiation and competitive advantage makes this a valuable approach for managing corporate performance. Originality/value Research from multi-disciplinary sources is synergised in order to develop an overarching servitisation agenda that transcends domain-based boundaries. This paves the way for an approach to servitisation that is coherent and harmonious.


2020 ◽  
Vol 27 (3) ◽  
pp. 185-209 ◽  
Author(s):  
Stefania Mariano ◽  
Andrea Casey ◽  
Fernando Olivera

Purpose The purpose of this paper is to systematically review and synthesize the literature on organizational forgetting. Design/methodology/approach A systematic literature review approach was used to synthesize current theoretical and empirical studies on organizational forgetting. Findings The review and synthesis of the literature revealed that the organizational forgetting literature is fragmented, with studies conducted across disparate fields and using different methodologies; two primary modes (i.e. accidental and purposeful) and three foci (i.e. knowledge depreciation, knowledge loss and unlearning) define current organizational forgetting literature; and the factors that influence organizational forgetting can be grouped into four clusters related to individuals, processes, tools and organizational context. Research limitations/implications This literature review has limitations related to time span coverage and journal article accessibility. Originality/value This paper offers an integrative view of organizational forgetting that proposes a holistic and multilevel research approach and systematic synthesis of organizational forgetting research.


Author(s):  
Heemanshu Jain

This chapter discusses a Green IT implementation in an IT services company. Starting with a literature review on the current state of Green IT, this chapter develops the motivators for implementing a Green IT environment in an organization that is focused on services (as against products). While the data collection and analysis related to Green IT is limited in this research at its current stage, still the material discussed here follows a research approach. This discussion also contains invaluable suggestions on creation of green policies and procedures, their impact on people and processes and strategies for implementing them successfully.


2021 ◽  
pp. 152483802110386
Author(s):  
Garcia Eduardo Araújo ◽  
Olga Souza Cruz ◽  
Diana Moreira

Beliefs that are too rigid and misadjusted may legitimize interpersonal relationships marked by verbal, physical, or sexual violence. A systematic literature review was performed to identify the existence of maladaptive beliefs (MBs) in interpersonal relationships of young adults and their association with problematic behaviors. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, studies were obtained through a search in multiple databases: EBSCOhost, PubMed, and Web of Science. Of the 1,280 articles retrieved, 42 were retained for further analysis and 15 were considered eligible for inclusion. In addition, seven studies were added through manual search, leading to a final sample of 15 articles, published between 1964 and 2021. Only empirical studies with quantitative methodologies were included. Objectives, sample (age in years), sample type, country of origin of studies, instruments, control group, and results and main conclusions were extracted from each study. Results suggest the existence of MBs that may legitimize antisocial behavior and violence, whether physical, sexual, gender, domestic, or in intimate relationships. Some intervention programs were also identified, with different approaches with a reasonable degree of efficacy in changing these beliefs or in reducing the rates of recidivism by the aggressors.


2018 ◽  
Vol 10 (12) ◽  
pp. 4529 ◽  
Author(s):  
Robert-Jan den Haan ◽  
Mascha van der Voort

Serious games are increasingly explored as collaborative tools to enhance social learning on sustainable management of land and natural resources. A systematic literature review was conducted to examine the current state of the art of the different methods and procedures used to assess social learning outcomes of collaborative serious games. Forty-two publications were identified and included in the review following study selection and quality assessment steps. Extracted data from the publications were categorized in relation to five research questions. Approaches that were used to assess cognitive, normative, and relational learning outcomes of collaborative serious games were subsequently identified based on the categorizations. As a result, these approaches distinguished between the nature of learning in the assessment of collaborative serious games. Combined, these approaches provide an overview of how to assess social learning outcomes of collaborative serious games, including the methods and procedures that can be used, and may serve as a reference for scholars designing and evaluating collaborative serious games.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Arzu Kılıçlar ◽  
Gizem Sultan Sarıkaya ◽  
Ayşe Şahin ◽  
İsmail Bozkurt

PurposeThis study aims to synthesize theoretical and empirical studies on the food dimension of developments in cultural omnivorousness. Cultural omnivorousness is an antithesis which Peterson developed against Bourdieu's stratification theory that emerged in 1992, and it has been the subject of scientific research in different dimensions, including literature, music, art and food.Design/methodology/approachIn this study, databases were systematically searched to identify publications on cultural omnivorousness and food. The data obtained in the study was appraised using the checklist of preferred reporting items for systematic reviews and meta-analyses (PRISMA).FindingsThis study concluded that research on cultural omnivoriusness and food is often investigated from a demand perspective. Findings indicated that the relationship between food and cultural omnivorousness is focused on the axis of eating out, restaurant types and preferences, regions where restaurants are located, liked/preferred food, vegetarianism, the healthy/unhealthy state of food, locality and economic value of preferred food. Moreover, comparing the reviewed study results, it was identified that multiple regression was mostly used in quantitative research, and content analysis was benefited in qualitative research.Research limitations/implicationsThe reviewed studies were limited to articles with open access and peer-reviewed journals over the period 1990–2020. In addition, this study adopted a qualitative research approach. Another limitation of the research is that it only examined cultural omnivorousness in terms of food.Practical implicationsIt is noticed that the results of the research conducted regarding the relationship between cultural omnivorousness and food vary by countries and cities. The reason for this situation might be the different historical processes and development levels of the countries and the difference in the symbols represented by food in this process. Additionally, in practical terms, this research offers some implications for how the relationship between cultural omnivorousness and food can be used by supply. Restaurants from a consumer perspective and destinations from a tourist perspective can use cultural omnivorousness as a strategic element in their marketing planning.Originality/valueThe literature on cultural omnivorousness is used to make sense of a striking phenomenon, namely the tastes/likes of individuals in the middle and upper classes. However, there has not been found such an examination of food and its use in cultural omnivorousness studies. This article fills the identified gap, adding to the discussion on food and cultural omnivorusness and provides a related research agenda.


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