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Create free accountWhitepaperJMIR Serious Games
Distilling the key insights…
Multiplayer serious games serve as a viable, cost-effective pedagogical tool for cultivating foundational teamwork competencies within the healthcare sector. By utilizing the Team Up! platform, medical students and experts can practice essential Crisis Resource Management principles, including shared situational awareness, collaborative decision-making, and structured communication. These digital environments provide a flexible, accessible space for learners to engage with realistic clinical scenarios, effectively bridging the gap between theoretical knowledge and high-stakes, face-to-face simulation training.
Analysis of participant interactions reveals that while both students and experts successfully apply core teamwork principles, distinct performance gaps persist. Experts consistently demonstrate superior efficiency in communication and a more rigorous approach to the re-evaluation of clinical decisions. Conversely, both cohorts struggle with advanced competencies such as the prevention of fixation errors and the execution of deep, reflective debriefing. These findings suggest that while digital simulations are highly effective for initial skill acquisition, they are best utilized as a precursor to more intensive, instructor-led training sessions that can address complex cognitive biases and reflective practices.
The scope of this research encompasses the intersection of medical education and digital game-based learning, focusing on the application of established teamwork frameworks in a virtual clinical context. By integrating these games into a blended learning curriculum, institutions can optimize face-to-face time for more sophisticated training objectives. Future implementation strategies should prioritize the development of more structured debriefing formats to ensure that the superficial engagement currently observed in virtual environments evolves into the deep, critical reflection necessary for high-level clinical performance.
International Journal of Role-Playing · 2026