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<journal-meta>
<journal-id journal-id-type="publisher-id">Front. Commun.</journal-id>
<journal-title>Frontiers in Communication</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Commun.</abbrev-journal-title>
<issn pub-type="epub">2297-900X</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
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<article-meta>
<article-id pub-id-type="doi">10.3389/fcomm.2025.1636364</article-id>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Communication</subject>
<subj-group>
<subject>Review</subject>
</subj-group>
</subj-group>
</article-categories>
<title-group>
<article-title>The role of game-based learning in dermatology: a scoping review on patient education</article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname>Mettarikanon</surname>
<given-names>Dichitchai</given-names>
</name>
<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
<role content-type="https://credit.niso.org/contributor-roles/methodology/"/>
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<role content-type="https://credit.niso.org/contributor-roles/writing-original-draft/"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Eden</surname>
<given-names>Chime</given-names>
</name>
<xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
<role content-type="https://credit.niso.org/contributor-roles/investigation/"/>
<role content-type="https://credit.niso.org/contributor-roles/supervision/"/>
<role content-type="https://credit.niso.org/contributor-roles/writing-review-editing/"/>
<role content-type="https://credit.niso.org/contributor-roles/formal-analysis/"/>
</contrib>
<contrib contrib-type="author" corresp="yes">
<name>
<surname>Tawanwongsri</surname>
<given-names>Weeratian</given-names>
</name>
<xref ref-type="aff" rid="aff3"><sup>3</sup></xref>
<xref ref-type="corresp" rid="c001"><sup>&#x002A;</sup></xref>
<uri xlink:href="https://loop.frontiersin.org/people/2944939/overview"/>
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<aff id="aff1"><sup>1</sup><institution>Division of Digital Content and Media, School of Informatics, Walailak University</institution>, <addr-line>Nakhon Si Thammarat</addr-line>, <country>Thailand</country></aff>
<aff id="aff2"><sup>2</sup><institution>Jigme Dorji Wangchuck National Referral Hospital (JDWNRH)</institution>, <addr-line>Thimphu</addr-line>, <country>Bhutan</country></aff>
<aff id="aff3"><sup>3</sup><institution>Division of Dermatology, Department of Internal Medicine, School of Medicine, Walailak University</institution>, <addr-line>Nakhon Si Thammarat</addr-line>, <country>Thailand</country></aff>
<author-notes>
<fn fn-type="edited-by" id="fn0001"><p>Edited by: <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/1129544/overview">Nashwa Ismail</ext-link>, Imperial College London, United Kingdom</p></fn>
<fn fn-type="edited-by" id="fn0002"><p>Reviewed by: <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/1319234/overview">Ruano Juan</ext-link>, Hospital Universitario Reina Sof&#x00ED;a, Spain</p><p><ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/2074664/overview">Maosen Xu</ext-link>, Sichuan University, China</p><p><ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/3056340/overview">Mariela Bellotti</ext-link>, National University of R&#x00ED;o Negro, Argentina</p></fn>
<corresp id="c001">&#x002A;Correspondence: Weeratian Tawanwongsri, <email>weeratian.ta@gmail.com</email></corresp>
</author-notes>
<pub-date pub-type="epub">
<day>25</day>
<month>08</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="collection">
<year>2025</year>
</pub-date>
<volume>10</volume>
<elocation-id>1636364</elocation-id>
<history>
<date date-type="received">
<day>27</day>
<month>05</month>
<year>2025</year>
</date>
<date date-type="accepted">
<day>12</day>
<month>08</month>
<year>2025</year>
</date>
</history>
<permissions>
<copyright-statement>Copyright &#x00A9; 2025 Mettarikanon, Eden and Tawanwongsri.</copyright-statement>
<copyright-year>2025</copyright-year>
<copyright-holder>Mettarikanon, Eden and Tawanwongsri</copyright-holder>
<license xlink:href="http://creativecommons.org/licenses/by/4.0/">
<p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.</p>
</license>
</permissions>
<abstract>
<sec id="sec1">
<title>Introduction</title>
<p>Game-based learning (GBL) has gained attention as an innovative approach to patient education, offering interactive and engaging experiences that enhance learning and self-management. In dermatology&#x2014;where visual recognition and adherence to treatment are particularly important&#x2014;GBL may offer unique educational advantages.</p>
</sec>
<sec id="sec2">
<title>Methods</title>
<p>This scoping review aimed to map the existing literature on the use of GBL in dermatology patient education and to identify gaps for future investigation. A comprehensive search was conducted across Scopus, Medical Literature Analysis and Retrieval System Online (MEDLINE), and Directory of Open Access Journals (DOAJ), following the Joanna Briggs Institute methodology and the PRISMA-ScR checklist. Eligible studies were peer-reviewed primary research articles, published in English between January 2005 and May 2025, and focused on game-based interventions designed to educate individuals with dermatologic conditions.</p>
</sec>
<sec id="sec3">
<title>Results</title>
<p>Eight studies met the inclusion criteria, addressing a range of conditions including melanoma, atopic dermatitis, cutaneous leishmaniasis, and sun-related skin damage. Interventions featured gamification, serious games, and augmented reality formats. Most studies reported improvements in knowledge, recognition accuracy, treatment adherence, and user satisfaction. However, only three were randomized controlled trials, and the use of validated outcome measures was inconsistent. Digital usability testing was limited, and the majority of the game-based tools were institution-developed and not publicly accessible.</p>
</sec>
<sec id="sec4">
<title>Discussion</title>
<p>GBL shows promise as an engaging and potentially effective method for educating dermatology patients, particularly for conditions that rely heavily on visual learning. Nevertheless, the current body of evidence remains preliminary. Many studies had small sample sizes, varied in methodological quality, and underrepresented older adults and individuals with limited digital literacy. Future research should focus on rigorous study designs, broader participant inclusion, and long-term evaluation to support the integration of GBL into routine dermatologic care.</p>
</sec>
</abstract>
<kwd-group>
<kwd>educational technology</kwd>
<kwd>patient education</kwd>
<kwd>dermatology</kwd>
<kwd>health knowledge</kwd>
<kwd>digital health education</kwd>
<kwd>game-based learning</kwd>
</kwd-group>
<counts>
<fig-count count="1"/>
<table-count count="3"/>
<equation-count count="0"/>
<ref-count count="55"/>
<page-count count="13"/>
<word-count count="8705"/>
</counts>
<custom-meta-wrap>
<custom-meta>
<meta-name>section-at-acceptance</meta-name>
<meta-value>Health Communication</meta-value>
</custom-meta>
</custom-meta-wrap>
</article-meta>
</front>
<body>
<sec sec-type="intro" id="sec5">
<label>1</label>
<title>Introduction</title>
<p>Patient education in dermatology is essential for improving clinical outcomes, enhancing self-management capabilities, and increasing overall patient satisfaction (<xref ref-type="bibr" rid="ref21">Heratizadeh, 2014</xref>; <xref ref-type="bibr" rid="ref55">Zirwas and Holder, 2009</xref>). Traditional educational methods&#x2014;including verbal instruction during consultations, written materials like pamphlets, audiovisual resources, and internet information&#x2014;while widespread, face significant limitations in practice (<xref ref-type="bibr" rid="ref4">Alagheband et al., 2015</xref>; <xref ref-type="bibr" rid="ref15">Feeley et al., 2023</xref>; <xref ref-type="bibr" rid="ref54">Zhao and Zhang, 2017</xref>). These conventional approaches frequently result in low patient engagement and interest, poor information retention over time, and substantial non-adherence rates to recommended treatments (<xref ref-type="bibr" rid="ref13">Crawford et al., 2018</xref>; <xref ref-type="bibr" rid="ref23">Huang and Hwang, 2019</xref>). Previous studies demonstrated that up to 50% of patients fail to follow prescribed dermatological treatments, with more than 40% taking medications incorrectly and approximately 80% not adhering to critical lifestyle recommendations such as dietary restrictions or sun protection measures (<xref ref-type="bibr" rid="ref8">Allison, 2012</xref>; <xref ref-type="bibr" rid="ref37">Miller and DiMatteo, 2015</xref>). Game-based learning (GBL) represents one of the most promising innovative solutions to these persistent educational challenges by thoughtfully leveraging elements of play, competition, and interactive engagement to enhance the learning experience for patients (<xref ref-type="bibr" rid="ref12">Chang et al., 2024</xref>). This approach has demonstrated particular value in three key areas: significantly increasing patient engagement and intrinsic motivation through more enjoyable interactive experiences, improving knowledge retention and diagnostic awareness, and enhancing patients&#x2019; self-management capabilities and decision-making skills regarding their skin conditions (<xref ref-type="bibr" rid="ref12">Chang et al., 2024</xref>; <xref ref-type="bibr" rid="ref46">Szeto et al., 2021</xref>).</p>
<p>The growing interest in GBL approaches in medical education, including dermatology field, is substantiated by compelling evidence demonstrating their effectiveness in enhancing learner engagement, motivation, and educational outcomes (<xref ref-type="bibr" rid="ref51">Xu et al., 2023</xref>). GBL can assist learners in developing skills such as clinical reasoning, decision-making, and problem-solving. It consists of several distinct pedagogical approaches, each tailored to the specific educational context. GBL, including serious games and gamification, is gaining popularity in medical education. Gamification enhances engagement by incorporating elements such as points, badges, and leaderboards into non-game environments (<xref ref-type="bibr" rid="ref10">Cascella et al., 2023</xref>; <xref ref-type="bibr" rid="ref52">Zadeja and Bushati, 2022</xref>; <xref ref-type="bibr" rid="ref53">Zhang and Yu, 2022</xref>). Serious games prioritize skill development over entertainment, with applications (<xref ref-type="bibr" rid="ref10">Cascella et al., 2023</xref>; <xref ref-type="bibr" rid="ref52">Zadeja and Bushati, 2022</xref>). Traditional game-based learning seamlessly integrates educational content with gaming mechanics (<xref ref-type="bibr" rid="ref3">Al Fatta et al., 2018</xref>). Educational simulations replicate real-world scenarios for practical training purposes, particularly valuable in fields like medicine (<xref ref-type="bibr" rid="ref31">Lamb et al., 2018</xref>). Edutainment blends educational objectives with entertainment value to create engaging learning experiences through television programs and interactive applications (<xref ref-type="bibr" rid="ref3">Al Fatta et al., 2018</xref>). Educators can leverage these differentiated approaches by selecting methodologies that best align with their specific pedagogical goals and learning contexts.</p>
<p>Given the promising potential of GBL in patient education, a thorough assessment of its current use in dermatology is crucial for guiding future developments. A scoping review approach was selected to comprehensively map existing evidence, identify knowledge gaps, and explore the breadth and nature of GBL in dermatology patient education&#x2014;an area where research is still emerging and heterogeneous. By synthesizing current research, this review aims to provide valuable insights for dermatologists, educational technologists, and healthcare systems looking to implement innovative and effective patient education strategies. Additionally, it will highlight areas requiring further study to advance the role of GBL in dermatology education. Therefore, the objective of this scoping review was to map the existing literature on the use of GBL for patient education in dermatology. Specifically, this review addresses the following research question: What are the characteristics, implementation strategies, and reported outcomes of game-based learning interventions used for dermatology patient education?</p>
</sec>
<sec sec-type="methods" id="sec6">
<label>2</label>
<title>Methods</title>
<sec id="sec7">
<label>2.1</label>
<title>Protocol and framework</title>
<p>This scoping review followed the methodological framework recommended by the Joanna Briggs Institute (JBI) and adhered to the PRISMA-ScR (Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews) checklist to ensure methodological rigor and transparent reporting (<xref ref-type="bibr" rid="ref48">Tricco et al., 2018</xref>; <xref ref-type="bibr" rid="ref19">Hadie, 2024</xref>). Our approach encompassed defining the research question, conducting a comprehensive literature search, selecting studies based on predefined inclusion and exclusion criteria, extracting data using a standardized form, and synthesizing and reporting findings with consideration for practical and research implications. The review protocol was registered with INPLASY (registration number: INPLASY202570068). While registration was completed after data analysis had commenced, this retrospective registration was undertaken to promote transparency and protocol accessibility, in alignment with best practices outlined in the PRISMA-ScR and JBI guidance for scoping reviews.</p>
</sec>
<sec id="sec8">
<label>2.2</label>
<title>Eligibility criteria</title>
<p>This review was guided by the Population&#x2013;Concept&#x2013;Context (PCC) framework recommended by the Joanna Briggs Institute (<xref ref-type="bibr" rid="ref19">Hadie, 2024</xref>). The population of interest included patients diagnosed with various dermatological conditions, including but not limited to acne, eczema, and psoriasis. The concept focused on GBL interventions specifically designed for educational purposes. The context encompassed patient education in dermatology across all healthcare and community settings. To ensure the relevance and currency of the evidence, the review included studies published from January 2005 to May 2025 and limited to English-language publications due to practical constraints. Eligible study designs included randomized controlled trials, experimental studies, and observational research. Only peer-reviewed primary research articles were considered; grey literature, dissertations, conference abstracts, and letters to the editor were excluded to maintain a high standard of evidence quality and ensure the findings were grounded in fully evaluated work. Furthermore, studies focusing exclusively on social media-based interventions or telemedicine approaches without defined game-based elements were excluded to preserve the review&#x2019;s specific focus on GBL strategies.</p>
</sec>
<sec id="sec9">
<label>2.3</label>
<title>Information sources and search strategy</title>
<p>Conducting a preliminary iterative and pilot search of relevant databases informed the development of the final search strategy. The initial set of searches was conducted on April 16, 2025, across major electronic databases, including Scopus, MEDLINE, and the Directory of Open Access Journals (DOAJ), as these databases are widely recognized for publishing research in medical education and dermatology. Given the variability in terminology used to describe dermatological conditions and game-based learning strategies, the search terms were intentionally kept broad during the initial phase to ensure comprehensive coverage of the topic. The authors collaboratively finalized the search terms following detailed consultation with a health sciences librarian. The search strategy incorporated Medical Subject Headings (MeSH) and related keywords such as &#x201C;dermatological conditions,&#x201D; &#x201C;game-based learning,&#x201D; and &#x201C;patient education.&#x201D; These were combined with relevant synonyms and refined using Boolean operators (&#x201C;AND,&#x201D; &#x201C;OR,&#x201D; and &#x201C;NOT&#x201D;) to enhance the precision and relevance of the search results. The final database search was completed on May 5, 2025.</p>
<p>The initial search strategy was developed by the corresponding author and refined in consultation with the review team. The following is an example of a search strategy used in one of the databases (Scopus):</p>
<p>( TITLE-ABS-KEY (&#x201C;game-based learning&#x201D; OR &#x201C;serious games&#x201D; OR gamification OR &#x201C;educational games&#x201D; OR &#x201C;digital games&#x201D; OR &#x201C;interactive learning&#x201D; OR &#x201C;educational media&#x201D; OR animation ) )</p>
<p>AND ( TITLE-ABS-KEY (dermatology OR &#x201C;skin disease&#x201D; OR &#x201C;cutaneous&#x201D; OR acne OR eczema OR psoriasis OR melanoma OR dermatitis OR leishmaniasis OR &#x201C;cutaneous malignancies&#x201D; OR &#x201C;skin cancer&#x201D; ) )</p>
<p>AND ( TITLE-ABS-KEY (education OR learning OR awareness OR training ) )</p>
<p>AND ( PUBYEAR &#x003E; 2004 AND PUBYEAR &#x003C; 2026 )</p>
<p>AND ( DOCTYPE (ar) )</p>
<p>AND ( LANGUAGE ( english ) )</p>
<p>The complete search strategies for each database are provided in the <xref ref-type="supplementary-material" rid="SM1">Supplementary File</xref>.</p>
</sec>
<sec id="sec10">
<label>2.4</label>
<title>Study selection</title>
<p>The study selection process involved multiple stages with predefined criteria to minimize selection bias. Initially, two independent reviewers (WT and CE) screened titles and abstracts of all retrieved citations against the eligibility criteria. Articles that potentially met inclusion criteria or where there was uncertainty proceeded to full-text assessment. At the full-text review stage, the same two independent reviewers assessed the complete articles for final inclusion determination. Any disagreements between reviewers at either the title/abstract screening or full-text review stages were resolved through discussion until consensus was reached, with a third reviewer (DM) available to arbitrate when necessary. Reasons for full-text exclusions were documented, and <xref ref-type="fig" rid="fig1">Figure 1</xref> presents the PRISMA-ScR flow diagram detailing the number of studies included and excluded at each stage.</p>
<fig position="float" id="fig1">
<label>Figure 1</label>
<caption>
<p>PRISMA-ScR flow diagram illustrating the study selection process for the scoping review. DOAJ, Directory of Open Access Journals; MEDLINE, Medical Literature Analysis and Retrieval System Online.</p>
</caption>
<graphic xlink:href="fcomm-10-1636364-g001.tif" mimetype="image" mime-subtype="tiff">
<alt-text content-type="machine-generated">Flowchart showing the identification of studies via databases. Initially, 63 records were identified from Scopus, MEDLINE, and DOAJ. Seventeen duplicate records were removed. Out of 46 screened records, 38 were excluded for reasons like irrelevance to games, not involving patients, and wrong publication type. Eight reports were sought and assessed for eligibility, all included in the review.</alt-text>
</graphic>
</fig>
</sec>
<sec id="sec11">
<label>2.5</label>
<title>Data extraction</title>
<p>After selecting the eligible studies, we systematically extracted relevant data using a standardized manual extraction form. Two reviewers (WT and CE) independently performed the data extraction to ensure accuracy and completeness. Key variables included publication details (year, country, study design, sample size, and follow-up duration), participant characteristics (age, gender, education level, and, where available, socioeconomic status), and specific features of the game-based interventions (type of game, platform used, frequency and duration, and underlying pedagogical approach). The category of game-based patient education was defined in the <xref ref-type="supplementary-material" rid="SM1">Supplementary File</xref>. We also recorded the dermatological conditions addressed, comparator interventions where applicable, and a range of patient education outcomes, such as knowledge improvement, behavioral change, treatment adherence, self-efficacy, satisfaction, and quality of life. In line with recommendations for basic critical appraisal, we noted whether studies reported digital usability testing&#x2014;such as user satisfaction, feasibility, or engagement&#x2014;and whether standardized outcome measures were employed. Where reported, we also documented the theoretical frameworks used to guide intervention development. Any disagreements between reviewers were resolved through discussion, with input from a third reviewer (DM) when needed.</p>
</sec>
<sec id="sec12">
<label>2.6</label>
<title>Risk of Bias and methodological quality assessment</title>
<p>Two investigators (WT and CE) independently assessed the methodological quality and risk of bias of the included studies. Any disagreements were resolved through discussion with a third reviewer (DM). For randomized controlled trials (RCTs), the Cochrane Risk of Bias 2 (RoB 2) tool was used, which evaluates five domains and categorizes the overall risk as low, some concerns, or high (<xref ref-type="bibr" rid="ref16">Flemyng et al., 2023</xref>). For quasi-experimental or non-randomized studies, the Risk Of Bias In Non-randomized Studies of Interventions (ROBINS-I) tool was employed, which assesses seven domains and classifies the overall risk as low, moderate, serious, or critical (<xref ref-type="bibr" rid="ref25">J&#x00FC;ni et al., 2016</xref>).</p>
</sec>
<sec id="sec13">
<label>2.7</label>
<title>Data synthesis</title>
<p>In light of the heterogeneity among study designs, interventions, and outcomes, we employed a narrative synthesis approach guided by a widely used methodological framework (<xref ref-type="bibr" rid="ref40">Popay et al., 2006</xref>). The synthesis followed four interrelated components. First, we outlined an implicit theory of how game-based interventions support patient education in dermatology&#x2014;emphasizing mechanisms such as increased engagement, interactive learning, and reinforcement through gameplay. Second, we developed a preliminary synthesis by organizing and summarizing findings from included studies through tabulated data and textual descriptions. Studies were grouped according to dermatological conditions, educational goals, and game formats. Third, to explore relationships within and across studies, we used thematic and content analysis to identify common patterns, such as intervention effectiveness, design features associated with positive outcomes, and variations by target population. Finally, we assessed the robustness of the synthesis by considering factors such as study design, sample size, digital usability testing, and use of standardized outcome measures. This approach enabled a transparent, systematic integration of diverse findings, providing both descriptive and conceptual insights into the role of game-based learning in dermatologic patient education. Findings are presented in both narrative form and summary tables to support interpretation and highlight evidence gaps.</p>
</sec>
<sec id="sec14">
<label>2.8</label>
<title>Ethical considerations</title>
<p>The study was approved by the Walailak University Ethics Committee (WUEC-25-122-01). As this was a scoping review involving the analysis of previously published, publicly accessible data, no new data were collected from human participants, and formal informed consent was not required.</p>
</sec>
</sec>
<sec sec-type="results" id="sec15">
<label>3</label>
<title>Results</title>
<p>This scoping review included eight studies published between 2018 and 2025 that explored the application of game-based learning (GBL) for patient education in dermatology (<xref ref-type="table" rid="tab1">Table 1</xref>). Study designs varied and included three randomized controlled trials, two quasi-experimental studies, one experimental study, and two single-arm feasibility or pre-post studies. Sample sizes ranged from 21 to 1,205 participants. The dermatologic conditions targeted by these interventions included melanoma (<italic>n</italic>&#x202F;=&#x202F;4), atopic dermatitis (<italic>n</italic>&#x202F;=&#x202F;1), cutaneous leishmaniasis (<italic>n</italic>&#x202F;=&#x202F;1), general cutaneous malignancies (<italic>n</italic>&#x202F;=&#x202F;1), and sun protection for skin cancer prevention (<italic>n</italic>&#x202F;=&#x202F;1). Participants encompassed a wide age range&#x2014;from school-aged children to older adults&#x2014;and were recruited from both educational and clinical settings. The risk of bias assessment is summarized in <xref ref-type="table" rid="tab2">Tables 2</xref>, <xref ref-type="table" rid="tab3">3</xref>.</p>
<table-wrap position="float" id="tab1">
<label>Table 1</label>
<caption>
<p>Summary of studies on game-based patient education in dermatology.</p>
</caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th align="left" valign="top">Authors (year), country</th>
<th align="center" valign="top">Participants (<italic>n</italic>, Age)</th>
<th align="left" valign="top">Methods</th>
<th align="center" valign="top">Issue of education</th>
<th align="left" valign="top">Game source and accessibility</th>
<th align="left" valign="top">Category of game-based patient education</th>
<th align="center" valign="top">Digital usability testing</th>
<th align="center" valign="top">Standard scoring tools</th>
<th align="left" valign="top">Outcomes</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" valign="top"><xref ref-type="bibr" rid="ref7">Alidosti et al. (2022)</xref>, Iran</td>
<td align="center" valign="top">High school students (<italic>n</italic> =&#x202F;275; mean age&#x202F;=&#x202F;14.07&#x202F;&#x00B1;&#x202F;0.94&#x202F;years)</td>
<td align="left" valign="top">Experimental study with three groups (animation, game, control); cluster sampling with random group assignment; pre-and 2-month post-intervention questionnaires</td>
<td align="center" valign="top">Cutaneous leishmaniasis</td>
<td align="left" valign="top">Institution-developed; not publicly available</td>
<td align="left" valign="top">Game-based learning using animation and interactive game formats</td>
<td align="center" valign="top">No</td>
<td align="center" valign="top">No</td>
<td align="left" valign="top">Post-intervention scores were significantly higher in the animation (80.66&#x202F;&#x00B1;&#x202F;17.62) and game (82.58&#x202F;&#x00B1;&#x202F;19.07) groups compared to control (69.79&#x202F;&#x00B1;&#x202F;23.29) (<italic>p</italic> &#x003C;&#x202F;0.001); significant increases in susceptibility, severity, response efficacy, and self-efficacy in both intervention groups (<italic>p</italic> &#x003C;&#x202F;0.05)</td>
</tr>
<tr>
<td align="left" valign="top"><xref ref-type="bibr" rid="ref9">Carcioppolo et al. (2022)</xref>, United States</td>
<td align="center" valign="top">Adults (<italic>n</italic> =&#x202F;1,205; mean age&#x202F;=&#x202F;47.31&#x202F;&#x00B1;&#x202F;17.58&#x202F;years)</td>
<td align="left" valign="top">Online randomized experiment using a 4 (training: ABCD, UDS, ABCD-F, control)&#x202F;&#x00D7;&#x202F;3 (feedback: Dermatological, Dermatological + Motivational, control) factorial design. Participants completed a pre-test, an interactive game-based training, and a post-test survey</td>
<td align="center" valign="top">Melanoma</td>
<td align="left" valign="top">Institution-developed interactive game; not publicly available</td>
<td align="left" valign="top">Serious game using narrative and swiping mechanics</td>
<td align="center" valign="top">No</td>
<td align="center" valign="top">Yes</td>
<td align="left" valign="top">ABCD and UDS training significantly improved melanoma identification accuracy compared to control (<italic>p</italic> &#x003C;&#x202F;0.001 and <italic>p</italic> =&#x202F;0.05, respectively). All training types increased self-efficacy (<italic>p</italic> =&#x202F;0.02). Dermatological and Dermatological + Motivational feedback increased self-efficacy (<italic>p</italic> =&#x202F;0.002) but unexpectedly reduced melanoma identification accuracy. No significant effects were found on attitudes or behavioral intentions. Skin cancer beliefs&#x2014;perceived susceptibility, severity, self-efficacy, and response efficacy&#x2014;were assessed using adapted subscales from the Risk Behavior Diagnostic Scale, with significant improvements observed in self-efficacy but not in other domains</td>
</tr>
<tr>
<td align="left" valign="top"><xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al. (2022)</xref>, Iceland</td>
<td align="center" valign="top">Adults with mild-to-severe atopic dermatitis (<italic>n</italic> =&#x202F;21; mean age&#x202F;=&#x202F;31.4&#x202F;&#x00B1;&#x202F;8.7&#x202F;years)</td>
<td align="left" valign="top">6-week single-arm feasibility trial; pre-and post-intervention clinical assessments and self-reported outcomes on AD symptoms and HRQoL; digital intervention delivered via smartphone app</td>
<td align="center" valign="top">Atopic dermatitis</td>
<td align="left" valign="top">Institution-developed app; not open access</td>
<td align="left" valign="top">Gamification through a digital intervention delivered via smartphone app</td>
<td align="center" valign="top">Yes</td>
<td align="center" valign="top">Yes</td>
<td align="left" valign="top">Significant improvements in SCORAD (&#x2212;44%), POEM (&#x2212;46%), and DLQI (&#x2212;41%) (all <italic>p</italic> &#x003C;&#x202F;0.001); minimal clinically important difference achieved in 80, 75, and 66% of patients, respectively; increased adherence to treatments and preventive measures</td>
</tr>
<tr>
<td align="left" valign="top"><xref ref-type="bibr" rid="ref24">Jia et al. (2020)</xref>, China</td>
<td align="center" valign="top">High school students (<italic>n</italic> =&#x202F;271; age not reported)</td>
<td align="left" valign="top">Randomized study comparing gamified melanoma identification to traditional ABCDE pamphlet; assessed accuracy and confidence in identifying melanoma images among unlabeled skin lesions</td>
<td align="center" valign="top">Melanoma</td>
<td align="left" valign="top">NA</td>
<td align="left" valign="top">Gamification (platform not specified)</td>
<td align="center" valign="top">No</td>
<td align="center" valign="top">No</td>
<td align="left" valign="top">Higher image identification accuracy in gamified group (74.2%) vs. ABCDE group (63.5%) (<italic>p</italic> &#x003C;&#x202F;0.0001); no significant difference in confidence (<italic>p</italic> =&#x202F;0.20); preferred future education methods included games (50.2%), pamphlets (33.5%), social media (29.3%), and lectures (26.8%)</td>
</tr>
<tr>
<td align="left" valign="top"><xref ref-type="bibr" rid="ref32">Maganty et al. (2018)</xref>, United States</td>
<td align="center" valign="top">Adults with dermatologic conditions (<italic>n</italic> =&#x202F;60; mean age&#x202F;=&#x202F;59.1&#x202F;&#x00B1;&#x202F;15.5&#x202F;years)</td>
<td align="left" valign="top">Randomized controlled trial with three groups (game, pamphlet, no intervention); pre-and post-intervention surveys; assessed melanoma recognition performance</td>
<td align="center" valign="top">Melanoma</td>
<td align="left" valign="top">Institution-developed; research use only</td>
<td align="left" valign="top">Game-based learning via online interactive gameplay</td>
<td align="center" valign="top">Yes</td>
<td align="center" valign="top">No</td>
<td align="left" valign="top">Melanoma recognition sensitivity was highest in the game group (100%) vs. pamphlet (95%) and no intervention (75%); specificity and accuracy were highest in the pamphlet group (53.3 and 67.2%); game group reported greater enjoyment (4.2 vs. 3.6)</td>
</tr>
<tr>
<td align="left" valign="top"><xref ref-type="bibr" rid="ref36">Mettarikanon et al. (2023)</xref>, Thailand</td>
<td align="center" valign="top">Undergraduate non-medical students (<italic>n</italic> =&#x202F;94; mean age&#x202F;=&#x202F;19.8&#x202F;&#x00B1;&#x202F;0.8&#x202F;years)</td>
<td align="left" valign="top">Quasi-experimental design with two groups (game vs. pamphlet, <italic>n</italic> =&#x202F;47 each); 5-day intervention; pre-and post-intervention knowledge tests; game group used Wordwall, pamphlet group read digital material</td>
<td align="center" valign="top">Cutaneous malignancies</td>
<td align="left" valign="top">Open access (Wordwall platform)</td>
<td align="left" valign="top">Game-based learning via online gameplay</td>
<td align="center" valign="top">Yes</td>
<td align="center" valign="top">No</td>
<td align="left" valign="top">Knowledge scores increased in both game (2.57&#x202F;&#x00B1;&#x202F;1.30) and pamphlet (2.36&#x202F;&#x00B1;&#x202F;1.52) groups; in the game group, best recognition score (13.89&#x202F;&#x00B1;&#x202F;2.83) was significantly higher than initial score (9.53&#x202F;&#x00B1;&#x202F;2.48; <italic>p</italic> &#x003C;&#x202F;0.001); satisfaction scores were 4.41&#x202F;&#x00B1;&#x202F;0.57 (game) and 4.23&#x202F;&#x00B1;&#x202F;0.59 (pamphlet)</td>
</tr>
<tr>
<td align="left" valign="top"><xref ref-type="bibr" rid="ref41">Ribeiro et al. (2024)</xref>, Portugal</td>
<td align="center" valign="top">Healthy adults (<italic>n</italic> =&#x202F;30; mean age&#x202F;=&#x202F;23.5&#x202F;&#x00B1;&#x202F;4.8&#x202F;years)</td>
<td align="left" valign="top">Participants played an AR-based serious game (Spot); completed questionnaires at baseline, post-intervention, and 1-week follow-up; assessed game quality, perceived impact, AR response, and SSE-related self-efficacy, intention, and behavior</td>
<td align="center" valign="top">Melanoma</td>
<td align="left" valign="top">Institution-developed AR app; not publicly available</td>
<td align="left" valign="top">Serious games using AR platform</td>
<td align="center" valign="top">Yes</td>
<td align="center" valign="top">Yes</td>
<td align="left" valign="top">High game quality (score&#x202F;=&#x202F;4.28/5); significant increases in SSE self-efficacy (1.45&#x202F;&#x2192;&#x202F;1.97, <italic>p</italic> &#x003C;&#x202F;0.001) and intention (2.63&#x202F;&#x2192;&#x202F;3.47, <italic>p</italic> =&#x202F;0.011); 50% of previously inactive participants reported performing SSE at follow-up</td>
</tr>
<tr>
<td align="left" valign="top"><xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou (2025)</xref>, Cyprus</td>
<td align="center" valign="top">Elementary school students (<italic>n</italic> =&#x202F;53; age 10&#x2013;11&#x202F;years)</td>
<td align="left" valign="top">Quasi-experimental pre-test&#x2013;post-test control group design; experimental group (<italic>n</italic> =&#x202F;33) participated in lessons on UV radiation and sun protection; control group (<italic>n</italic> =&#x202F;20) received no intervention</td>
<td align="center" valign="top">Sun protection for skin cancer prevention</td>
<td align="left" valign="top">Institution-developed via the Nearpod e-learning platform and not publicly available</td>
<td align="left" valign="top">Gamification combined with IoT devices (UV sensors) and a social mission to promote sun-safe behaviors</td>
<td align="center" valign="top">No</td>
<td align="center" valign="top">Yes</td>
<td align="left" valign="top">The experimental group demonstrated significant gains in UVR knowledge, assessed by a 20-item close-ended and 1-item open-ended test (pre-test <italic>M</italic> =&#x202F;11.97&#x202F;&#x00B1;&#x202F;2.17; post-test <italic>M</italic> =&#x202F;17.55&#x202F;&#x00B1;&#x202F;3.23; <italic>p</italic> &#x003C;&#x202F;0.001), with sustained retention at 5&#x202F;weeks (<italic>M</italic> =&#x202F;16.85&#x202F;&#x00B1;&#x202F;2.97; <italic>p</italic> &#x003C;&#x202F;0.001). Sun exposure habits and behaviors using SEPI questionnaire, improved significantly, while behavioral change showed a slight, non-significant increase.</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<p>AD, atopic dermatitis; AR, augmented reality; DLQI, Dermatology Life Quality Index; HRQoL, health-related quality of life; NA, not available; POEM, Patient-Oriented Eczema Measure; SCORAD, SCORing Atopic Dermatitis; SEPI, Sun Exposure and Protection Index; SSE, skin self-examination.</p>
</table-wrap-foot>
</table-wrap>
<table-wrap position="float" id="tab2">
<label>Table 2</label>
<caption>
<p>Risk of bias assessment for randomized controlled trials using Cochrane Risk of Bias 2 tool (RoB2).</p>
</caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th align="left" valign="top">Author (year)</th>
<th align="center" valign="top">D1</th>
<th align="center" valign="top">D2</th>
<th align="center" valign="top">D3</th>
<th align="center" valign="top">D4</th>
<th align="center" valign="top">D5</th>
<th align="center" valign="top">Overall</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref9">Carcioppolo et al. (2022)</xref>
</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref24">Jia et al. (2020)</xref>
</td>
<td align="center" valign="top">Some concerns</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Some concerns</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Some concerns</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref32">Maganty et al. (2018)</xref>
</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<p>D1, Bias arising from the randomization process; D2, Bias due to deviations from intended interventions; D3, Bias due to missing outcome data; D4, Bias in measurement of the outcome; D5, Bias in selection of the reported result.</p>
</table-wrap-foot>
</table-wrap>
<table-wrap position="float" id="tab3">
<label>Table 3</label>
<caption>
<p>Risk of bias assessment for non-randomized controlled trials using Risk of Bias In Non-randomized Studies of Interventions (ROBINS-I).</p>
</caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th align="left" valign="top">Author (year)</th>
<th align="center" valign="top">D1</th>
<th align="center" valign="top">D2</th>
<th align="center" valign="top">D3</th>
<th align="center" valign="top">D4</th>
<th align="center" valign="top">D5</th>
<th align="center" valign="top">D6</th>
<th align="center" valign="top">D7</th>
<th align="center" valign="top">Overall</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref7">Alidosti et al. (2022)</xref>
</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al. (2022)</xref>
</td>
<td align="center" valign="top">Serious risk</td>
<td align="center" valign="top">Moderate risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Serious risk</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref36">Mettarikanon et al. (2023)</xref>
</td>
<td align="center" valign="top">Moderate risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Moderate risk</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref41">Ribeiro et al. (2024)</xref>
</td>
<td align="center" valign="top">Serious risk</td>
<td align="center" valign="top">Moderate risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Serious risk</td>
</tr>
<tr>
<td align="left" valign="top">
<xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou (2025)</xref>
</td>
<td align="center" valign="top">Serious risk</td>
<td align="center" valign="top">Moderate risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Low risk</td>
<td align="center" valign="top">Serious risk</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<p>D1, Bias due to confounding; D2, Bias in selection of participants; D3, Bias in classification of interventions; D4, Bias due to deviations from intended interventions; D5, Bias due to missing data; D6, Bias in measurement of outcomes; D7, Bias in selection of the reported result.</p>
</table-wrap-foot>
</table-wrap>
<sec id="sec16">
<label>3.1</label>
<title>Knowledge enhancement and recognition accuracy</title>
<p>Six studies out of a total of eight reported improvements in knowledge acquisition following GBL interventions (<xref ref-type="bibr" rid="ref7">Alidosti et al., 2022</xref>; <xref ref-type="bibr" rid="ref9">Carcioppolo et al., 2022</xref>; <xref ref-type="bibr" rid="ref24">Jia et al., 2020</xref>; <xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>; <xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>; <xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou, 2025</xref>). In melanoma-focused studies, participants who engaged with game-based or gamified platforms demonstrated significantly higher image recognition accuracy compared to those receiving traditional pamphlet-based education (<xref ref-type="bibr" rid="ref9">Carcioppolo et al., 2022</xref>; <xref ref-type="bibr" rid="ref24">Jia et al., 2020</xref>; <xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>). <xref ref-type="bibr" rid="ref36">Mettarikanon et al. (2023)</xref> found that undergraduate students using a game-based tool significantly improved their recognition of cutaneous malignancies compared to those using digital pamphlets. <xref ref-type="bibr" rid="ref7">Alidosti et al. (2022)</xref> reported increased knowledge scores related to cutaneous leishmaniasis among adolescents after an interactive game-based intervention. Similarly, <xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou (2025)</xref> demonstrated significant gains in ultraviolet radiation (UVR) knowledge among elementary school students who participated in a gamified sun protection program.</p>
</sec>
<sec id="sec17">
<label>3.2</label>
<title>Behavioral outcomes and adherence</title>
<p>Behavioral outcomes were reported in three studies. <xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al. (2022)</xref> observed improved adherence to treatment and preventive measures in patients with atopic dermatitis following engagement with a gamified digital intervention. <xref ref-type="bibr" rid="ref41">Ribeiro et al. (2024)</xref> reported that 50% of participants who were previously inactive in performing skin self-examinations initiated this behavior after using an augmented reality&#x2013;based serious game. <xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou (2025)</xref> demonstrated significant improvements in sun exposure habits and protection behaviors among elementary school students after participating in a gamified intervention incorporating Internet of Things (IoT) devices, although the observed behavioral change was not statistically significant.</p>
</sec>
<sec id="sec18">
<label>3.3</label>
<title>Clinical outcomes and symptom improvement</title>
<p>Clinical outcomes were reported in one study. <xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al. (2022)</xref> demonstrated significant reductions in disease severity and quality-of-life impairment among patients with atopic dermatitis following a gamified digital intervention. Specifically, mean scores decreased by 44% for SCORing Atopic Dermatitis (SCORAD), 46% for the Patient-Oriented Eczema Measure (POEM), and 41% for the Dermatology Life Quality Index (DLQI), indicating both clinical and health-related quality-of-life improvements.</p>
</sec>
<sec id="sec19">
<label>3.4</label>
<title>Patient satisfaction and engagement</title>
<p>Two studies evaluated user satisfaction and engagement. Participants in the game-based groups consistently reported greater enjoyment and preference for interactive formats compared to traditional methods (<xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>; <xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>). Preference data from <xref ref-type="bibr" rid="ref24">Jia et al. (2020)</xref> indicated that 50.2% of participants favored game-based education over lectures, pamphlets, or social media.</p>
<p>Four studies evaluated user satisfaction and engagement with game-based interventions. Participants in the game-based groups consistently reported greater enjoyment and preference for interactive formats compared to traditional educational methods (<xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>; <xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>). <xref ref-type="bibr" rid="ref24">Jia et al. (2020)</xref> found that 50.2% of participants preferred game-based education over lectures, pamphlets, or social media platforms. Similarly, <xref ref-type="bibr" rid="ref41">Ribeiro et al. (2024)</xref> reported high ratings for game quality and user engagement following the use of an augmented reality&#x2013;based serious game, supporting the acceptability of immersive digital formats in patient education.</p>
</sec>
<sec id="sec20">
<label>3.5</label>
<title>Digital usability and standardized tools</title>
<p>Digital usability testing was conducted in five studies, primarily focusing on user satisfaction, feasibility, and perceived impact (<xref ref-type="bibr" rid="ref9">Carcioppolo et al., 2022</xref>; <xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al., 2022</xref>; <xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>; <xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou, 2025</xref>). However, only three studies employed validated outcome measures: <xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al. (2022)</xref> used SCORAD, POEM, and DLQI; <xref ref-type="bibr" rid="ref41">Ribeiro et al. (2024)</xref> applied standardized self-efficacy scales; and <xref ref-type="bibr" rid="ref9">Carcioppolo et al. (2022)</xref> utilized adapted subscales from the Risk Behavior Diagnostic Scale. The remaining studies relied on unvalidated or self-developed instruments to assess educational outcomes, limiting comparability across interventions.</p>
</sec>
<sec id="sec21">
<label>3.6</label>
<title>Methodological characteristics and access considerations</title>
<p>The included studies exhibited notable methodological heterogeneity in terms of design, sample size, and outcome evaluation. Three studies employed randomized controlled trials (<xref ref-type="bibr" rid="ref9">Carcioppolo et al., 2022</xref>; <xref ref-type="bibr" rid="ref24">Jia et al., 2020</xref>; <xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>), while the remaining five used quasi-experimental (<xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>; <xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou, 2025</xref>), experimental (<xref ref-type="bibr" rid="ref7">Alidosti et al., 2022</xref>), or single-arm feasibility designs (<xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al., 2022</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>). Sample sizes ranged widely, from 21 to 1,205 participants. Most studies utilized pre-and post-intervention assessments to evaluate outcomes related to knowledge acquisition, recognition accuracy, behavioral changes, or clinical improvement. However, the duration, intensity, and structure of the interventions varied considerably across studies. With respect to accessibility, six studies out of a total of eight used institution-developed games that were not publicly available or commercially distributed (<xref ref-type="bibr" rid="ref7">Alidosti et al., 2022</xref>; <xref ref-type="bibr" rid="ref9">Carcioppolo et al., 2022</xref>; <xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al., 2022</xref>; <xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>; <xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou, 2025</xref>). Only one study (<xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>) implemented an open-access platform (Wordwall), offering greater potential for replication and scalability. Notably, none of the included studies utilized commercially available or off-the-shelf educational games.</p>
<p>Regarding outcome measurement, three studies (<xref ref-type="bibr" rid="ref9">Carcioppolo et al., 2022</xref>; <xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al., 2022</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>) employed validated tools such as SCORAD, POEM, DLQI, or adapted self-efficacy scales. The remaining studies relied on self-developed instruments, which may limit the comparability and rigor of findings. Digital usability testing was conducted in five studies, often focusing on user satisfaction, feasibility, or engagement with the intervention. Overall, these findings underscore the need for greater methodological standardization and consistent use of validated instruments in future research. In addition, the limited accessibility of most game-based tools highlights a critical barrier to widespread implementation. Future efforts should emphasize transparency in design, broader dissemination, and the development of open-access or adaptable formats to support integration into diverse clinical and educational contexts.</p>
</sec>
</sec>
<sec sec-type="discussion" id="sec22">
<label>4</label>
<title>Discussion</title>
<p>This review provides preliminary evidence supporting the potential of GBL as an engaging educational tool for dermatology patients. Across the eight included studies, game-based interventions&#x2014;including gamification, serious games, and augmented reality&#x2014;were associated with improvements in knowledge acquisition, clinical outcomes, and self-management behaviors. Participants often preferred game-based formats over traditional educational methods, highlighting the appeal and acceptability of these approaches. However, these findings must be interpreted with caution due to the limited number of studies, and methodological heterogeneity. In addition, assessments of bias risk in the eight included studies indicated considerable methodological diversity. Of the randomized controlled trials, two out of three studies (<xref ref-type="bibr" rid="ref9">Carcioppolo et al., 2022</xref>; <xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>) exhibited a low overall risk of bias, thereby enhancing confidence in their results, while one study (<xref ref-type="bibr" rid="ref24">Jia et al., 2020</xref>) presented concerns due to complications with randomization and attrition. Among the five non-randomized studies, the majority (3 out of 5) (<xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al., 2022</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>; <xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou, 2025</xref>) exhibited a significant overall risk of bias, mostly attributable to confounding factors and non-randomized methodologies. Only one non-randomized study <xref ref-type="bibr" rid="ref7">Alidosti et al. (2022)</xref> demonstrated a low risk, although another research (<xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>) was evaluated as having a moderate risk. These methodological concerns suggest that whereas randomized trials often yield trustworthy information, the results from non-randomized research need careful interpretation due to potential confounding or selection bias affecting good outcomes. This highlights the essential requirement for stringent study designs in forthcoming investigations, emphasizing the importance of randomized trials or strong quasi-experimental studies that explicitly account for confounding variables. It is essential that researchers and educators carefully analyze these findings and implement methodological safeguards to accurately determine intervention efficacy.</p>
<p>The effectiveness of game-based learning in patient education is supported by multiple complementary theoretical frameworks. Behaviorist principles explain how games use reinforcement mechanisms to shape health behaviors through immediate feedback and rewards, while cognitive learning theory illuminates how games structure information in ways that optimize processing and retention (<xref ref-type="bibr" rid="ref2">Akl et al., 2013</xref>; <xref ref-type="bibr" rid="ref17">Gorbanev et al., 2018</xref>). The humanistic elements of games foster emotional engagement and self-efficacy that traditional education often lacks, addressing the psychological barriers to treatment adherence that are particularly relevant in chronic dermatological conditions (<xref ref-type="bibr" rid="ref27">Kleptsova et al., 2018</xref>). Constructivist approaches in game design create environments where patients actively experiment and build understanding through direct experience rather than passive instruction (<xref ref-type="bibr" rid="ref30">Koskinen, 2014</xref>). This theoretical convergence explains why educational games&#x2014;particularly those employing cognitive principles&#x2014;have demonstrated significant advantages in enhancing patient knowledge, motivation, and self-management capabilities beyond conventional educational approaches (<xref ref-type="bibr" rid="ref1">Abramson, 2013</xref>; <xref ref-type="bibr" rid="ref11">&#x010C;ern&#x00FD;, 2023</xref>; <xref ref-type="bibr" rid="ref34">Mann, 2011</xref>; <xref ref-type="bibr" rid="ref43">Shandruk et al., 2019</xref>). Findings from previous studies support this multidimensional pedagogical approach. <xref ref-type="bibr" rid="ref7">Alidosti et al. (2022)</xref> demonstrated significant improvements in knowledge and perceived self-efficacy regarding cutaneous leishmaniasis prevention among high school students following both animation-and game-based interventions, underpinned by behaviorist, cognitive, humanistic, and constructivist strategies (<xref ref-type="bibr" rid="ref7">Alidosti et al., 2022</xref>). Similarly, <xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al. (2022)</xref> reported clinically meaningful reductions in atopic dermatitis severity scores, along with improved quality of life, following a gamified digital intervention that integrated behavioral and cognitive principles (<xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al., 2022</xref>). In melanoma education, gamified interventions showed greater accuracy in image recognition (<xref ref-type="bibr" rid="ref24">Jia et al., 2020</xref>) and higher sensitivity in melanoma detection (<xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>) when compared to traditional pamphlet-based learning. The integration of game elements into digital platforms not only improved learning outcomes but also promoted higher user satisfaction and adherence (<xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>). These outcomes emphasize the value of embedding diverse pedagogical strategies into game design to address various cognitive and emotional learning needs across different populations and dermatological conditions. Collectively, the evidence underscores the promise of game-based education as a dynamic and patient-centered tool in dermatological health promotion.</p>
<p>To guide the conceptual synthesis of outcomes, this review employed the Kirkpatrick framework&#x2014;a widely recognized model for evaluating educational interventions across four levels: Reaction, Learning, Behavior, and Results (<xref ref-type="bibr" rid="ref38">Moreau, 2017</xref>; <xref ref-type="bibr" rid="ref5">Alhassan, 2022</xref>). Originally developed for workplace training, the model has since been adapted for use in various educational contexts, including patient education and digital learning environments. Among the eight studies included, five (<xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al., 2022</xref>; <xref ref-type="bibr" rid="ref24">Jia et al., 2020</xref>; <xref ref-type="bibr" rid="ref32">Maganty et al., 2018</xref>; <xref ref-type="bibr" rid="ref36">Mettarikanon et al., 2023</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>) addressed the Reaction level, reporting on user satisfaction, engagement, or expressed preferences for game-based approaches. All eight studies contributed to the Learning level by demonstrating gains in knowledge, recognition accuracy, or self-efficacy related to dermatological conditions. At the Behavior level, three studies (<xref ref-type="bibr" rid="ref18">Gudmundsd&#x00F3;ttir et al., 2022</xref>; <xref ref-type="bibr" rid="ref41">Ribeiro et al., 2024</xref>; <xref ref-type="bibr" rid="ref47">Theodosi and Nicolaidou, 2025</xref>) reported positive changes, including improved treatment adherence, initiation of skin self-examinations, and healthier sun protection behaviors. However, none of the included studies assessed higher-level outcomes such as long-term clinical impact or integration into healthcare systems, as outlined in the final level of the Kirkpatrick framework. Applying the Kirkpatrick framework highlights a concentration of evidence in early-stage outcomes, with limited insight into sustained or system-level effects. Future research should aim to address this gap by incorporating longer-term follow-up, validated outcome measures, and evaluations of broader healthcare impact. Integrating structured models such as the Kirkpatrick framework from the outset may also enhance methodological rigor and support more meaningful comparisons across studies.</p>
<sec id="sec23">
<label>4.1</label>
<title>Unique challenges in dermatology education and how GBL can address these issues</title>
<p>Effective dermatological education necessitates acknowledgment of the discipline&#x2019;s distinct dependence on visual acuity, the changing expectations of modern learners, and the difficulty of long-term information retention. Furthermore, contemporary technology advancements provide improved access to dermatological information. Dermatology heavily relies on visual recognition for diagnosis, making it a field where visual tools can significantly enhance educational effectiveness (<xref ref-type="bibr" rid="ref29">Ko et al., 2019</xref>). Most previous studies have focused on cutaneous malignancies, particularly melanoma, as these conditions benefit greatly from visually driven educational approaches. Visual aids often convey clinical information more effectively than text alone, making complex medical concepts more accessible and easier to understand (<xref ref-type="bibr" rid="ref39">Paulovich, 2019</xref>). This is especially important for patients with low health literacy, where visual tools can significantly enhance comprehension and adherence to medical instructions (<xref ref-type="bibr" rid="ref29">Ko et al., 2019</xref>). Combining visual content with game-based learning can create a more immersive and effective educational experience. Visuals help simplify complex concepts, while games offer interactive and engaging methods to reinforce learning (<xref ref-type="bibr" rid="ref14">Davis et al., 2024</xref>). Educational games can be tailored to individual patient needs, enhancing relevance and effectiveness. Additionally, visual content can be customized to match the patient&#x2019;s level of understanding, ensuring that the information is both accessible and comprehensible (<xref ref-type="bibr" rid="ref39">Paulovich, 2019</xref>; <xref ref-type="bibr" rid="ref35">Martin-Gomez et al., 2021</xref>).</p>
<p>Contemporary learners, particularly from Generation Y and Z, frequently perceive conventional teaching techniques as tedious and misaligned with their learning preferences, as they inherently choose interactive and technology-enhanced educational experiences (<xref ref-type="bibr" rid="ref28">Kliesener et al., 2024</xref>). Generation Z learners exhibit a pronounced preference for pedagogical methods that integrate technology with experiential involvement, as research indicates that learners demonstrate significantly higher engagement levels during lectures utilizing tools such as audience response clickers in contrast to traditional lecture formats (<xref ref-type="bibr" rid="ref20">Hampton et al., 2020</xref>) The disparity between conventional pedagogical methods and contemporary student expectations engenders a significant mismatch, frequently leading to diminished motivation and engagement in the classroom (<xref ref-type="bibr" rid="ref6">Ali et al., 2017</xref>). Previous studies indicate that GBL presents an effective approach, with significant outcomes such as heightened student engagement, enhanced material retention, and the robust development of critical thinking abilities (<xref ref-type="bibr" rid="ref42">Riyandi et al., 2023</xref>). Educational games often operate through three fundamental strategies that engage learners: delivering rapid feedback to learners, presenting prizes and successes that incentivize ongoing involvement, and establishing clear progression pathways that illustrate learners&#x2019; growth. Effective GBL environments typically integrate recognizable components such as leaderboards that promote friendly rivalry, badges that acknowledge achievements, point systems that monitor progress, and leveling mechanisms that offer a feeling of progression. Research consistently demonstrates that integrating game-like features into education markedly enhances student engagement; however, educators and researchers acknowledge the necessity for more comprehensive studies to thoroughly comprehend the specific effects of these gaming elements on student learning and information retention.</p>
<p>Knowledge retention is a considerable challenge in education, including dermatology. One of the most critical factors influencing knowledge retention is the choice of teaching methods. Conventional lectures and GBL have demonstrated similar short-term effectiveness in improving material retention among learners (<xref ref-type="bibr" rid="ref42">Riyandi et al., 2023</xref>). However, GBL frequently outperforms traditional lectures in enhancing long-term information retention. A prior study shown significantly enhanced long-term retention in participants involved in a board game seminar compared to those attending traditional lectures, particularly in assessments conducted 14&#x202F;days post-intervention (<xref ref-type="bibr" rid="ref26">Karbownik et al., 2016</xref>). Another study indicated that learners employing game-based computer programs had superior long-term recall relative to those participating in lecture-based sessions (<xref ref-type="bibr" rid="ref22">Hu et al., 2022</xref>). A meta-analysis confirmed comparable results, indicating that serious games enhance learning outcomes and retention, while they do not consistently surpass traditional methods in terms of learner motivation (<xref ref-type="bibr" rid="ref50">Wouters et al., 2013</xref>). GBL markedly improves information acquisition by increasing learner involvement and engagement within the classroom environment. Enhancing information retention in dermatological education necessitates a comprehensive approach that integrates interactive, technology-driven learning approaches, regular assessment techniques, and ongoing faculty development (<xref ref-type="bibr" rid="ref33">Mahmood, 2024</xref>; <xref ref-type="bibr" rid="ref49">Watchmaker et al., 2019</xref>). By employing these varied strategies, educators can significantly enhance learners&#x2019; capacity to retain and apply dermatological knowledge over time.</p>
<p>In the digital age, learners increasingly favor education that is available at any time and place, enabling them to learn at their own speed, in their preferred manner, and under their chosen circumstances (<xref ref-type="bibr" rid="ref44">Singh, 2016</xref>). GBL effectively utilizes digital technologies and internet platforms to enhance information dissemination beyond conventional approaches like brochures or verbal instruction. Nevertheless, certain educational resources remain inaccessible to the public, limiting options for learners seeking information about similar or identical clinical conditions. Making these materials openly accessible can significantly improve knowledge dissemination, enabling learners with similar clinical presentations to easily obtain relevant information. Moreover, the internet provides flexible learning options, allowing individuals who cannot attend traditional educational settings to access content remotely and at their convenience. Thus, publicly available online platforms and digital resources substantially enhance information distribution and broaden educational accessibility (<xref ref-type="bibr" rid="ref45">Steyaert, 2005</xref>).</p>
</sec>
<sec id="sec24">
<label>4.2</label>
<title>Review limitations and future directions</title>
<p>This scoping review has several limitations. First, the included studies employed diverse designs&#x2014;such as randomized controlled trials, quasi-experimental designs, and single-arm pre-post interventions&#x2014;which may introduce methodological inconsistencies, selection bias, and a lack of control conditions, thereby affecting the internal validity of findings. Second, most studies featured short follow-up periods, limiting the ability to assess long-term knowledge retention, sustained behavior change, or the durability of clinical benefits over time. Third, there was considerable heterogeneity in the game-based learning approaches utilized, including gamification, serious games, and digital simulations. This variability, combined with differences in educational objectives and dermatologic conditions, complicates cross-study comparisons and generalization of findings. Fourth, the use of non-standardized outcome measures in several studies led to inconsistencies in evaluating the effectiveness of game-based learning. Only a minority employed validated instruments, which limits the comparability and reliability of reported outcomes. Fifth, although most studies reported favorable results, the generalizability of these findings is limited due to small sample sizes, varying levels of methodological rigor, and a predominant focus on younger adults or student populations. Older adults and individuals with limited digital literacy were underrepresented, despite being important target groups in dermatology. Furthermore, six out of the eight interventions were institutionally developed and not publicly accessible, which restricts opportunities for replication, broader implementation, and external validation in diverse settings. Sixth, several barriers to implementation should be acknowledged. Challenges such as limited digital literacy, age-related difficulties with technology use, and unequal access to mobile devices may hinder the scalability and inclusivity of GBL interventions. Additionally, ensuring cultural and linguistic relevance is essential for engaging diverse patient populations. Privacy and ethical considerations surrounding the collection and use of health-related data on digital platforms also warrant careful attention. To promote equitable adoption in clinical practice, educational games must be designed to be inclusive, user-friendly, secure, and adaptable to various patient needs. Finally, although this review focuses on dermatology, its findings may have broader implications for other visually dependent specialties, such as ophthalmology and radiology, where patient education and diagnostic accuracy also rely heavily on visual recognition. Furthermore, certain pedagogical strategies used in GBL&#x2014;such as interactive simulations&#x2014;may also enhance medical education for clinicians, particularly in developing diagnostic reasoning and decision-making skills. These limitations should be considered when interpreting the results. Future research should prioritize rigorous, multicenter randomized controlled trials involving diverse and representative populations. In addition, studies should evaluate long-term outcomes, compare GBL with other digital education modalities (e.g., virtual reality), and explore the integration of AI-driven personalization and adaptive learning technologies to enhance engagement and optimize individual learning experiences.</p>
</sec>
</sec>
<sec sec-type="conclusions" id="sec25">
<label>5</label>
<title>Conclusion</title>
<p>GBL represents a promising and innovative approach to patient education in dermatology, particularly for visually oriented conditions such as melanoma and atopic dermatitis. Preliminary evidence suggests that GBL interventions may enhance patient knowledge, support self-management, and improve adherence to treatment recommendations through engaging and interactive formats. By incorporating visually rich and interactive content, these tools can help simplify complex dermatological information and make learning more patient-centered. However, given the limited number of available studies, methodological variability, and underrepresentation of diverse populations, these findings should be interpreted with caution. The current evidence base remains preliminary, and high-quality research is needed to assess long-term clinical outcomes, sustained behavior change, and real-world implementation. Studies should also prioritize methodological rigor&#x2014;employing validated outcome measures, longer-term follow-up, and robust strategies to minimize bias. Additionally, extending the use of GBL to a wider array of dermatologic conditions and incorporating advanced features, including AI-driven personalization, may further improve learning outcomes and support equitable access to education.</p>
</sec>
</body>
<back>
<sec sec-type="author-contributions" id="sec26">
<title>Author contributions</title>
<p>DM: Methodology, Validation, Formal analysis, Investigation, Writing &#x2013; review &#x0026; editing, Writing &#x2013; original draft. CE: Investigation, Supervision, Writing &#x2013; review &#x0026; editing, Formal analysis. WT: Methodology, Data curation, Investigation, Conceptualization, Writing &#x2013; review &#x0026; editing, Visualization, Writing &#x2013; original draft, Project administration, Formal analysis, Validation.</p>
</sec>
<sec sec-type="funding-information" id="sec27">
<title>Funding</title>
<p>The author(s) declare that no financial support was received for the research and/or publication of this article.</p>
</sec>
<sec sec-type="COI-statement" id="sec28">
<title>Conflict of interest</title>
<p>The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.</p>
</sec>
<sec sec-type="ai-statement" id="sec29">
<title>Generative AI statement</title>
<p>The authors declare that Gen AI was used in the creation of this manuscript. This manuscript was edited with the assistance of a generative AI tool (ChatGPT, GPT-4 model, OpenAI), which was used solely for language improvement and formatting. All content, including data interpretation, analysis, and conclusions, was generated and verified by the authors.</p>
<p>Any alternative text (alt text) provided alongside figures in this article has been generated by Frontiers with the support of artificial intelligence and reasonable efforts have been made to ensure accuracy, including review by the authors wherever possible. If you identify any issues, please contact us.</p>
</sec>
<sec sec-type="disclaimer" id="sec30">
<title>Publisher&#x2019;s note</title>
<p>All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.</p>
</sec>
<sec sec-type="supplementary-material" id="sec31">
<title>Supplementary material</title>
<p>The Supplementary material for this article can be found online at: <ext-link xlink:href="https://www.frontiersin.org/articles/10.3389/fcomm.2025.1636364/full#supplementary-material" ext-link-type="uri">https://www.frontiersin.org/articles/10.3389/fcomm.2025.1636364/full#supplementary-material</ext-link></p>
<supplementary-material xlink:href="Table_1.docx" id="SM1" mimetype="application/vnd.openxmlformats-officedocument.wordprocessingml.document" xmlns:xlink="http://www.w3.org/1999/xlink"/>
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