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Effectiveness of Gamified Teaching in Disaster Nursing Education for Health Care Workers: Systematic Review

Effectiveness of Gamified Teaching in Disaster Nursing Education for Health Care Workers: Systematic Review

In this context, gamification—defined as the integration of game mechanics such as points, narratives, and instant feedback into educational scenarios—demonstrates significant advantages. Education research indicates that this model can markedly enhance learners’ motivation and improve knowledge retention by promoting interactivity, challenge, and immersion [10-12].

Shiyi Bai, HuiJuan Zeng, Qianmei Zhong, Lulu Cao, Mei He

J Med Internet Res 2025;27:e74955

Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review

Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review

The combination of gamification and VR could even add benefits for older people in physical and cognitive domains while allowing complex training scenarios such as dual task training to be performed [19,20]. To effectively incorporate gamification elements across various intervention designs, it is essential to thoroughly understand gamification principles and their interaction with human motivation.

Pere Bosch-Barceló, Oriol Martínez-Navarro, Maria Masbernat-Almenara, Carlos Tersa-Miralles, Anni Pakarinen, Helena Fernández-Lago

JMIR Serious Games 2025;13:e69433

Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study

Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study

Gamification, which is the application of game elements to nongame contexts, has emerged as a promising strategy to enhance health behavior engagement. Initial gamified apps often lacked theoretical rigor, but more recent efforts have used motivational theories such as goal-setting, behavior change, and social influence. Alahäivälä and Oinas-Kukkonen [25] integrated gamification into health apps to boost self-management behaviors.

Shao Huan Hsu, Li Jung Lu, Pei Chin Chou

JMIR Serious Games 2025;13:e66262

Gamification as a Tool for Understanding Mental Disorders in Nursing Students: Qualitative Study

Gamification as a Tool for Understanding Mental Disorders in Nursing Students: Qualitative Study

In nursing education, gamification provides a dynamic and immersive framework through which students can engage with real-world challenges, enhancing their clinical, cognitive, and emotional competencies [5,6]. Recent research has highlighted the growing potential of gamification-based mental health interventions to improve emotional well-being and reduce psychological symptoms such as anxiety, stress, and depression [7,8].

Pablo Del Pozo-Herce, Alberto Tovar-Reinoso, Eva García Carpintero-Blas, Ana Casaux Huertas, Regina Ruiz de Viñaspre-Hernández, Antonio Martínez-Sabater, Elena Chover-Sierra, Marta Rodríguez-García, Raul Juarez-Vela

JMIR Nursing 2025;8:e71921

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis

Gamification, which applies video game design elements such as points, badges, leaderboards, and avatars in nongame contexts, has become an increasingly popular tool in recent years for enhancing adherence to various interventions. Gamification may positively influence user behavior and experience, although its effectiveness may vary depending on the intervention, as inconsistent results have been reported across different age groups [22,23].

Javier Bravo-Aparicio, Iria Trillo-Charlín, Juan Avendaño-Coy, Hector Beltran-Alacreu

JMIR Aging 2025;8:e72559

Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review

Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review

The first is “gamification,” the process of building game-like features onto a cognitive task. This includes adding points, time limits, or appealing graphics to the foundational design of a traditional task. The second is to create or use an “actual” game, where the entire environment has been purposefully designed to be a game.

Rhys Mantell, Ye In Jane Hwang, Matthew Dark, Kylie Radford, Michael Kasumovic, Lauren Monds, Peter W Schofield, Tony Butler, Adrienne Withall

JMIR Aging 2025;8:e65252

Effect of Gamification on Improved Adherence to Inhaled Medications in Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial

Effect of Gamification on Improved Adherence to Inhaled Medications in Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial

Gamification, derived from video games, has been shown to enhance motivation for healthy behaviors and maintain a higher level of patient participation in chronic disease management [23]. Currently, game elements and mechanisms have successfully boosted self-management enthusiasm among patients with asthma [24], diabetes [25], cancer [26], coronary heart disease [27], obesity [28], and stroke [29].

Xiting Huang, Zhili Jiang, Yifan Dai, Yang Liu, Ziying Dai, Jing Wang, Liping Chen, Zhiqian Wang, Wenxiao Wu, Lihua Huang

J Med Internet Res 2025;27:e65309

Impact of a “Digital Health” Curriculum on Students’ Perception About Competence and Relevance of Digital Health Topics for Future Professional Challenges: Prospective Pilot Study

Impact of a “Digital Health” Curriculum on Students’ Perception About Competence and Relevance of Digital Health Topics for Future Professional Challenges: Prospective Pilot Study

A promising approach is gamification, which refers to the integration of playful elements in a serious context. Educators in the health care sector are also increasingly relying on gamification to optimize students’ learning success [10]. Current developments raise fundamental questions about the future of health care professions: (1) What digital skills will be needed in the future? (2) How will digitization affect the relationship between patients and health care professionals ?

Juliane Kröplin, Leonie Maier, Jan-Hendrik Lenz, Bernd Romeike

JMIR Form Res 2025;9:e58940

An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia

An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia

Structured gamification approach: This approach implements incentive-based gamification (points, leaderboards, rewards) to motivate sustainable 3 R behaviors and foster continuous community participation. The specific objectives targeted by this research are as follows: Integrated technological solution: develop a comprehensive, technology-driven circular waste management model that automates traditional waste bank operations (addressing gaps 1 and 3).

Vitri Tundjungsari, Bambang Purnomosidi Dwi Putranto, Muhamad Bahrul Ulum, Nizirwan Anwar

JMIR Serious Games 2025;13:e66781