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. 2019 Mar 28;21(3):e12994. doi: 10.2196/12994

Table 4.

Characteristics of included interventions in studies comparing serious gaming/gamification and traditional learning.

Study Intervention type Intervention duration Intervention frequency Intervention intensity Control
Adams et al 2012 [31] First-person shooter, commercial-off the-shelf intervention 6 weeks Weekly Mean of 5.7 (SD 1.3) hours Box trainer
Boada et al 2015 [27] Life support–simulation activities Access for 1 week a All did >50% of the tasks Usual education
Boeker et al 2013 [20] Electronic adventure game “Uro-Island” Access for 1 week Written script
Cook et al 2012 [22] Platform for undergraduate life support education game 2 weeks Unlimited access Usual learning
De Araujo et al 2016 [42] Surgical commercial-off-the shelf intervention (SurgG) Access for 3 weeks Mean of 647 minutes per week Usual learning (ContG)
Del Blanco et al 2017 [28] Videogaming intervention Access for 1 day Once Variable Usual learning
Diehl et al 2017 [43] “InsuOnline” game Access for 21 days Mean of 4 hours Onsite learning activity
Foss et al 2014 [29] “The Medication Game” online training Access for 4.5 weeks Standard education
Giannotti et al 2013 [30] Nintendo Wii training 4 weeks 5 days per week 60 minutes Usual training
Graafland et al 2017 [18] Game enhanced curriculum (Dr Game, Surgeon Trouble) Two sessions 30 minutes Usual training
Hannig et al 2013 [21] Skills-O-Mat interactive game 60 minutes Once Teacher-catered workshop
Katz et al 2017 [35] “OCT trainer” game where players work through the steps in liver transplant anesthesiology 30 days 81% self- reported playing 1-3 times per week Usual training
Knight et al 2010 [23] “Triage Trainer” computer game 60 minutes Once Card-sorting exercise
Lagro et al 2014 [19] Geriatrics game in which players must balance patient-oriented goals and preferences, appropriateness of medical care, and costs 60-90 minutes Once Standard educational activity
LeFlore et al 2012 [37] “Virtual Patient Trainer” game 2-3 hours Once Traditional lecture
Li et al 2015 [45] 3D cardiopulmonary resuscitation game 3 months (with 2-week extension possible) Reminders to refresh their skills sent frequently
Plerhoples et al 2011 [38] Commercial off-the-shelf intervention 10 minutes Once Standard educational activity
Rondon et al 2013 [44] Computer game-based learning played as a group on a projector 9 weeks Once per week 1 hour Short scientific texts
Tan et al 2016 [41] Videogame simulating blood transfusion–administration challenges and minigames 30 minutes Once Usual education

aNot available.