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

Table 5.

Characteristics of included interventions in studies comparing serious gaming/gamification and other digital education interventions.

Study Intervention type Intervention duration Intervention frequency Intervention intensity Control
Amer et al 2011 [32] Interactive dental videogame Up to 20 minutes Once a 3-minute video on resin bonding
Chien et al 2013 [14] 3D tennis game 40 minutes Once Virtual simulator training platform
Dankbaar et al 2016 [16] Computer-based simulation game “abcdeSIM” Access for 4 weeks Estimated to take 2-4 hours to complete; mean logged game time 90 (SD 49) minutes Electronic module
Dankbaar et al 2017 [17] “Air-Medic Sky-1” game 1 week 3-4 hours Digital education module
Gauthier et al 2015 [40] “Vascular Invaders” game Access for 35 days Vascular anatomy study aid (online)
Kerfoot et al 2014 [36] Online spaced-education game (question emailed every 3 days; resent 12 or 24 days later if answered incorrectly or correctly, respectively; retired after answered correctly on >two consecutive attempts) Access for 52 weeks Mean of 38 (SD 7) weeks to complete the cycle of questions Online posting
Sward et al 2008 [39] Web-based pediatric board game 4 weeks One per week 1 hour Self-study Web flash cards

aNot available.