Cited by 39Educational Games and GamificationArtificial Intelligence in Healthcare and EducationArtificial Intelligence in Games

Artificial intelligence-driven serious games in health care: scoping review

Open access
Abd-alrazaq, Alaa, Abuelezz, Israa, Hassan, Asma, AlSammarraie, AlHasan, Alhuwail, Dari, Irshaidat, Sara, Abu Serhan, Hashem, Ahmed, Arfan +2 more·2022·JMIR Serious Games

Abstract

BACKGROUND: Artificial intelligence (AI)-driven serious games have been used in health care to offer a customizable and immersive experience. Summarizing the features of the current AI-driven serious games is very important to explore how they have been developed and used and their current state to plan on how to leverage them in the current and future health care needs. OBJECTIVE: This study aimed to explore the features of AI-driven serious games in health care as reported by previous research. METHODS: We conducted a scoping review to achieve the abovementioned objective. The most popular databases in the information technology and health fields (ie, MEDLINE, PsycInfo, Embase, CINAHL, IEEE Xplore, ACM Digital Library, and Google Scholar) were searched using keywords related to serious games and AI. Two reviewers independently performed the study selection process. Three reviewers independently extracted data from the included studies. A narrative approach was used for data synthesis. RESULTS: The search process returned 1470 records. Of these 1470 records, 46 (31.29%) met all eligibility criteria. A total of 64 different serious games were found in the included studies. Motor impairment was the most common health condition targeted by these serious games. Serious games were used for rehabilitation in most of the studies. The most common genres of serious games were role-playing games, puzzle games, and platform games. Unity was the most prominent game engine used to develop serious games. PCs were the most common platform used to play serious games. The most common algorithm used in the included studies was support vector machine. The most common purposes of AI were the detection of disease and the evaluation of user performance. The size of the data set ranged from 36 to 795,600. The most common validation techniques used in the included studies were k-fold cross-validation and training-test split validation. Accuracy was the most commonly used metric for evaluating the performance of AI models. CONCLUSIONS: The last decade witnessed an increase in the development of AI-driven serious games for health care purposes, targeting various health conditions, and leveraging multiple AI algorithms; this rising trend is expected to continue for years to come. Although the evidence uncovered in this study shows promising applications of AI-driven serious games, larger and more rigorous, diverse, and robust studies may be needed to examine the efficacy and effectiveness of AI-driven serious games in different populations with different health conditions.

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  • Gamification provides opportunities for risk-free clinical decision-making and immediate feedback to students, thereby becoming an integral part of undergraduate medical education.

    “They also provide opportunities for risk-free clinical decision-making and immediate feedback to the students, thereby becoming an integral part of undergraduate medical education [18,19].”
  • Gamification of the learning process increases student engagement, enhances collaborative efforts, and improves learning outcomes.

    “Gamification of the learning process increases student engagement, enhances collaborative efforts, and improves learning outcomes.”

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  1. [92]Toftedahl M Engström H A taxonomy of game engines and the tools that drive the industry Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix 2019 DiGRA '19 August 6-10, 2019 Kyoto, Japan

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Authors
Abd-alrazaq, A., Abuelezz, I., Hassan, A., AlSammarraie, A., Alhuwail, D., Irshaidat, S., Abu Serhan, H., Ahmed, A., Alabed Alrazak, S., & Househ, M.
Affiliations
  • Weill Cornell Medical College in Qatar (QA)
  • Hamad bin Khalifa University (QA)
  • Kuwait University (KW)
  • King Hussein Cancer Center (JO)
Corresponding author
Househ, Mowafa
Venue
JMIR Serious Games
Published
2022-11-29
Volume
10
Issue
4
Pages
e39840
ISSN
2291-9279 (ISSN-L)
OpenAlex
W4310463195
Cited by
39
References
96
Citations by year
2026: 10 · 2025: 14 · 2024: 9 · 2023: 6
FWCI
1.48
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • JMIR Serious Games (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
  • Figshare (submittedVersion, cc-by)
Funders
  • Weill Cornell Medical College
  • Weill Cornell Medicine - Qatar
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Health Sciences › Medicine › Health Informatics › Artificial Intelligence in Healthcare and Education
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
Keywords
artificial intelligence, serious games, health care, rehabilitation, motor impairment, role-playing games, Unity game engine, support vector machine, disease detection, user performance evaluation, game genres, game development

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