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Serious gaming/gamification appears to be at least as effective as controls, and in many studies, more effective for improving knowledge, skills, and satisfaction. However, the available evidence is mostly of low quality and calls for further rigorous, theory-driven research.
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Sarah Gentry
University of East Anglia
A. Gauthier
University College London
Beatrice L’Estrade Ehrstrom
University of East Anglia
Journal of Medical Internet Research
University of Toronto
Imperial College London
Karolinska Institutet
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Gentry et al. (Tue,) studied this question.
synapsesocial.com/papers/69e8616987a8e11d4dfae617 — DOI: https://doi.org/10.2196/12994