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International Journal of Serious Games
Simulating stressful, real-world clinical scenarios, such as difficult dialogues with patients, helps employees evaluate past performances and decision-making processes.
It's like a flight simulator for pilots, but for critical patient interactions.
The development and implementation of serious games in the healthcare sector serve as a mechanism to foster reflective learning among nurses and carers. By simulating stressful, real-world clinical scenarios—such as difficult dialogues with patients—these games encourage employees to evaluate their past performances and decision-making processes. The primary thesis posits that integrating virtual tutors and interactive tools into 3D environments creates a structured, low-risk space for staff to practice self-regulation, improve time management, and enhance patient satisfaction.
The research involved two primary case studies: a German hospital stroke unit and a group of UK-based dementia care homes. Methodology included both quantitative and qualitative assessments conducted over a four-year period with more than 200 users, ranging from nursing students at the University of Bergamo to professional care staff. Data collection relied on pre- and post-usage questionnaires, utilizing a five-point Likert scale to measure user confidence, awareness of workplace challenges, and the perceived utility of the reflective tools.
Key findings indicate that participants consistently reported increased confidence in handling professional duties and a greater capacity for reflective practice. Specifically, nursing students rated the games highly for professional training utility (M=4.31), while care staff noted that the simulation helped them reflect on work experiences (M=4.16). The inclusion of a wizard tool for adding personal best practices further supports collaborative learning, functioning as a digital repository for institutional knowledge. Ultimately, the results suggest that these games are effective not only for training and skill development but also as a recruitment and assessment tool to help candidates evaluate their suitability for demanding healthcare roles.
European Conference on Games Based Learning (ECGBL) · 2025