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Current State of Serious Games in Dentistry: A Scoping Review
16 references·0 citing·50 second hopsampled
Current State of Serious Games in Dentistry: A Scoping Review (2021)Current State of Serious Games in Dentist…Using online game-based platforms to improve student performance and engagement in histology teaching (2019)Using online game-based platf…Serious Gaming and Gamification Education in Health Professions: Systematic Review (2019)Serious Gaming and Gamificati…PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)PRISMA Extension for Scoping …A systematic review of serious games in medical education: quality of evidence and pedagogical strategy (2018)A systematic review of seriou…A systematic review of gamification in e-Health (2017)A systematic review of gamifi…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…Game‐based learning engagement: A theory‐ and data‐driven exploration (2015)Game‐based learning engagemen…A Systematic Review of Serious Games in Training Health Care Professionals (2015)A Systematic Review of Seriou…A systematic literature review on serious games evaluation: An application to software project management (2015)A systematic literature revie…A meta-analysis of serious digital games for healthy lifestyle promotion (2014)A meta-analysis of serious di…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…A Theoretical Framework for Serious Game Design (2012)A Theoretical Framework for S…Playing for Real (2008)Playing for RealWriting narrative literature reviews for peer-reviewed journals: secrets of the trade (2006)Writing narrative literature …Developing serious games (2006)Developing serious gamesThe role of deliberate practice in the acquisition of expert performance. (1993)The role of deliberate practi…The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Systematic Reviews: Identifying relevant studies for systematic reviews (1994)The Handbook of Research Synthesis. 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(1995)EXPERT AND EXCEPTIONAL PERFORMANCE: Evidence of Maximal Adaptation to Task Constraints (1996)Child Development and Emergent Literacy (1998)The Measurement of Observer Agreement for Categorical Data (1977)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)‘Gamification’: Influencing health behaviours with games (2013)Effects of video-game play on information processing: A meta-analytic investigation (2013)Intraclass correlations: Uses in assessing rater reliability. (1979)The maturing of gamification research (2017)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Enhancing user engagement: The role of gamification in mobile apps (2021)Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)A systematic literature review of empirical evidence on computer games and serious games (2012)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)Game-based learning in medical education (2023)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Scoping studies: towards a methodological framework (2005)Scoping studies: advancing the methodology (2010)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The PRISMA 2020 statement: An updated guideline for reporting systematic reviews (2021)Digital game-based learning (2003)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration (2019)Benefits of gamification in medical education (2022)
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References

  • 2018PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation43,318 cited
  • 1993The role of deliberate practice in the acquisition of expert performance.9,542 cited
  • 2006Writing narrative literature reviews for peer-reviewed journals: secrets of the trade2,213 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,233 cited
  • 2017A systematic review of gamification in e-Health1,021 cited
  • 2008Playing for Real998 cited
  • 2019Serious Gaming and Gamification Education in Health Professions: Systematic Review646 cited
  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2014A meta-analysis of serious digital games for healthy lifestyle promotion414 cited
  • 2018A systematic review of serious games in medical education: quality of evidence and pedagogical strategy410 cited
  • 2015A Systematic Review of Serious Games in Training Health Care Professionals306 cited
  • 2015A systematic literature review on serious games evaluation: An application to software project management297 cited
  • 2019Using online game-based platforms to improve student performance and engagement in histology teaching259 cited
  • 2006Developing serious games258 cited
  • 2015

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Game‐based learning engagement: A theory‐ and data‐driven exploration
178 cited
  • 2012A Theoretical Framework for Serious Game Design140 cited
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