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Accepted for/Published in: JMIR Serious Games

Date Submitted: Mar 9, 2021
Open Peer Review Period: Mar 9, 2021 - May 4, 2021
Date Accepted: Jun 15, 2021
Date Submitted to PubMed: Jun 15, 2021
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review

Maheu-Cadotte MA, Dubé V, Cossette S, Lapierre A, Fontaine G, Deschênes MF, Lavoie P

Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review

JMIR Serious Games 2021;9(3):e28650

DOI: 10.2196/28650

PMID: 34129514

PMCID: 8414295

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

End-users' involvement in the development of serious games for healthcare professions education, a systematic descriptive review

  • Marc-André Maheu-Cadotte; 
  • Véronique Dubé; 
  • Sylvie Cossette; 
  • Alexandra Lapierre; 
  • Guillaume Fontaine; 
  • Marie-France Deschênes; 
  • Patrick Lavoie

ABSTRACT

Background:

Based on ethical and methodological arguments, numerous calls have been made to increase end-user involvement in serious game (SG) development. Involving end-users is seen as a way to give them power and control over an educational software designed for them. It can also help identify areas for improvement in SG design and improve its efficacy on targeted learning outcomes. However, no recognized guidelines or framework exist to guide end-user involvement in SG development.

Objective:

To describe how end-users are involved in the development of SGs for healthcare professions education.

Methods:

We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on an SG design framework. Data were then coded and synthesized based on similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages.

Results:

End-user involvement was mentioned in the development of 21/45 SGs. The number of end-users involved ranged from 12 to 36. End-users were often involved to answer specific concerns that arose during the SG development (n = 6) or in the testing of a prototype (n = 12). In many cases, researchers solicited input from end-users regarding the goals to reach (n = 10) or the functional esthetics of the SGs (n = 7). Most researchers used self-reported questionnaires (n = 7).

Conclusions:

Researchers mention end-user involvement, which is also poorly described, in the development of less than half of SGs identified. This represents significant limitations to the evaluation of the impact of their involvement on SG efficacy and in making recommendations.


 Citation

Please cite as:

Maheu-Cadotte MA, Dubé V, Cossette S, Lapierre A, Fontaine G, Deschênes MF, Lavoie P

Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review

JMIR Serious Games 2021;9(3):e28650

DOI: 10.2196/28650

PMID: 34129514

PMCID: 8414295

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