title: Educational games for health professionals.
abstract: BACKGROUND
  The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes.
  
  
  OBJECTIVE
  The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes.
  
  
  METHODS
  We used a comprehensive search strategy including an electronic search of the following databases: DARE, EPOC register, CENTRAL, MEDLINE, EMBASE, CINAHL, AMED, ERIC, and Dissertation Abstracts Online (search date: January 2007). We also screened the reference list of included studies and relevant reviews, contact authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review
  
  
  METHODS
  We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules".
  
  
  METHODS
  Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behaviour (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction.
  
  
  RESULTS
  The search strategy identified 1156 citations. Out of 55 potentially eligible citations, we included one RCT. The methodological quality was fair. The game, used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02).
  
  
  CONCLUSIONS
  The findings of this systematic review do not confirm nor refute the utility of games as a teaching strategy for health professionals. There is a need for additional high-quality research to explore the impact of educational games on patient and performance outcomes.
authors.affiliation: State University of New York at Buffalo, Department of Medicine, ECMC, CC-142, 462 Girder Street, Buffalo, New York 14215, USA. elieakl@buffalo.edu
authors.forename: E A
authors.initials: EA
authors.lastname: Akl
authors.forename: K
authors.initials: K
authors.lastname: Sackett
authors.forename: R
authors.initials: R
authors.lastname: Pretorius
authors.forename: S
authors.initials: S
authors.lastname: Erdley
authors.forename: P S
authors.initials: PS
authors.lastname: Bhoopathi
authors.forename: R
authors.initials: R
authors.lastname: Mustafa
authors.forename: H J
authors.initials: HJ
authors.lastname: Schünemann
mesh_terms: D001291:Attitude of Health Personnel; D003163:Competitive Behavior; D005717:Games, Experimental; D006282:Health Personnel; D006801:Humans; D007588:Job Satisfaction; D011340:Problem Solving; D011361:Professional Competence; D012153:Retention, Psychology