Gamification in Radiology: A Systematic Review

Radiology gamification articles were examined to determine the purpose and effect of games on the target audience and to provide a basis for researchers who aim to develop a new gamification. The articles related to radiology gamification, games, and simulations were retrieved from databases, includ...

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Main Authors: Mohammad Kiani Feizabadi, Amir Mahdi Mafakherian, Ahmadreza Goudarzi, Shadi Asadzandi, Mahshad Ahmadi, Shoaleh Bigdeli
Format: Article
Language:English
Published: Tehran University of Medical Sciences 2020-04-01
Series:Acta Medica Iranica
Subjects:
Online Access:https://acta.tums.ac.ir/index.php/acta/article/view/7680
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author Mohammad Kiani Feizabadi
Amir Mahdi Mafakherian
Ahmadreza Goudarzi
Shadi Asadzandi
Mahshad Ahmadi
Shoaleh Bigdeli
author_facet Mohammad Kiani Feizabadi
Amir Mahdi Mafakherian
Ahmadreza Goudarzi
Shadi Asadzandi
Mahshad Ahmadi
Shoaleh Bigdeli
author_sort Mohammad Kiani Feizabadi
collection DOAJ
description Radiology gamification articles were examined to determine the purpose and effect of games on the target audience and to provide a basis for researchers who aim to develop a new gamification. The articles related to radiology gamification, games, and simulations were retrieved from databases, including ProQuest, Springer, Cochrane Library, Ovid, PubMed, Scopus, and Web of Science via electronic search. To assess the quality of the articles Prisma and CASP checklists were used. Finally, according to the inclusion criteria, the appropriate articles were selected. Among 6917 retrieved articles, only 13 articles were related to radiology gamification, two of which were related to the analysis of the effects of radiology gamification in different areas such as differential diagnosis, education, dental radiology, and the number of drugs taken for imaging. These studies show that radiology gamification is few, and there are different forms of gamification, including but not limited to board games, physical games, and video games. Furthermore, in designing an educational game, learner’s characteristics, educational goals, and developing educational content are major steps.
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spelling doaj.art-fa34f7c17b8b40dfbc8c59ea4e3164b02022-12-22T01:38:01ZengTehran University of Medical SciencesActa Medica Iranica0044-60251735-96942020-04-01571010.18502/acta.v57i10.32497680Gamification in Radiology: A Systematic ReviewMohammad Kiani Feizabadi0Amir Mahdi Mafakherian1Ahmadreza Goudarzi2Shadi Asadzandi3Mahshad Ahmadi4Shoaleh Bigdeli5Department of Medical Education, School of Medicine, Tehran University of Medical Sciences, Tehran, IranDepartment of Nano Chemistry, Tehran University of Science and Technology, Tehran, Iran.Department of Radiology Sciences, Isfahan University of Medical Sciences, Isfahan, Iran.Department of Medical Library and Information Sciences, School of Health Management and Information Sciences, Iran University of Medical Sciences, Tehran, Iran. AND Virtual School, Center for Excellence in ELearning in Medical Education, Tehran University of Medical Sciences, Tehran, Iran.Department of Medical Education, School of Medicine, Tehran University of Medical Sciences, Tehran, Iran.Center for Educational Research in Medical Sciences (CERMS), Iran University of Medical Sciences, Tehran, Iran. AND Department of Medical Education, School of Medicine, Iran University of Medical Sciences, Tehran, Iran.Radiology gamification articles were examined to determine the purpose and effect of games on the target audience and to provide a basis for researchers who aim to develop a new gamification. The articles related to radiology gamification, games, and simulations were retrieved from databases, including ProQuest, Springer, Cochrane Library, Ovid, PubMed, Scopus, and Web of Science via electronic search. To assess the quality of the articles Prisma and CASP checklists were used. Finally, according to the inclusion criteria, the appropriate articles were selected. Among 6917 retrieved articles, only 13 articles were related to radiology gamification, two of which were related to the analysis of the effects of radiology gamification in different areas such as differential diagnosis, education, dental radiology, and the number of drugs taken for imaging. These studies show that radiology gamification is few, and there are different forms of gamification, including but not limited to board games, physical games, and video games. Furthermore, in designing an educational game, learner’s characteristics, educational goals, and developing educational content are major steps.https://acta.tums.ac.ir/index.php/acta/article/view/7680GameGamificationRadiologySystematic review
spellingShingle Mohammad Kiani Feizabadi
Amir Mahdi Mafakherian
Ahmadreza Goudarzi
Shadi Asadzandi
Mahshad Ahmadi
Shoaleh Bigdeli
Gamification in Radiology: A Systematic Review
Acta Medica Iranica
Game
Gamification
Radiology
Systematic review
title Gamification in Radiology: A Systematic Review
title_full Gamification in Radiology: A Systematic Review
title_fullStr Gamification in Radiology: A Systematic Review
title_full_unstemmed Gamification in Radiology: A Systematic Review
title_short Gamification in Radiology: A Systematic Review
title_sort gamification in radiology a systematic review
topic Game
Gamification
Radiology
Systematic review
url https://acta.tums.ac.ir/index.php/acta/article/view/7680
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AT ahmadrezagoudarzi gamificationinradiologyasystematicreview
AT shadiasadzandi gamificationinradiologyasystematicreview
AT mahshadahmadi gamificationinradiologyasystematicreview
AT shoalehbigdeli gamificationinradiologyasystematicreview