The role of game-based learning in dermatology: a scoping review on patient education

Introduction Game-based learning (GBL) has gained attention as an innovative approach to patient education, offering interactive and engaging experiences that enhance learning and self-management. In dermatology—where visual recognition and adherence to treatment are particularly important—GBL may offer unique educational advantages. Methods This scoping review aimed to map the existing literature on the use of GBL in dermatology patient education and to identify gaps for future investigation. A comprehensive search was conducted across Scopus, Medical Literature Analysis and Retrieval System Online (MEDLINE), and Directory of Open Access Journals (DOAJ), following the Joanna Briggs Institute methodology and the PRISMA-ScR checklist. Eligible studies were peer-reviewed primary research articles, published in English between January 2005 and May 2025, and focused on game-based interventions designed to educate individuals with dermatologic conditions. Results Eight studies met the inclusion criteria, addressing a range of conditions including melanoma, atopic dermatitis, cutaneous leishmaniasis, and sun-related skin damage. Interventions featured gamification, serious games, and augmented reality formats. Most studies reported improvements in knowledge, recognition accuracy, treatment adherence, and user satisfaction. However, only three were randomized controlled trials, and the use of validated outcome measures was inconsistent. Digital usability testing was limited, and the majority of the game-based tools were institution-developed and not publicly accessible. Discussion GBL shows promise as an engaging and potentially effective method for educating dermatology patients, particularly for conditions that rely heavily on visual learning. Nevertheless, the current body of evidence remains preliminary. Many studies had small sample sizes, varied in methodological quality, and underrepresented older adults and individuals with limited digital literacy. Future research should focus on rigorous study designs, broader participant inclusion, and long-term evaluation to support the integration of GBL into routine dermatologic care.

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Journal
Frontiers in Communication
Published
2025-08-25
DOI
https://doi.org/10.3389/fcomm.2025.1636364
Primary Topic
Educational Games and Gamification
Type
article
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article

The role of game-based learning in dermatology: a scoping review on patient education

Weeratian Tawanwongsri, Chime Eden, Dichitchai Mettarikanon
Frontiers in Communication
Educational Games and Gamification
article

The role of game-based learning in dermatology: a scoping review on patient education

Weeratian Tawanwongsri, Chime Eden, Dichitchai Mettarikanon
article en

Abstract

Introduction Game-based learning (GBL) has gained attention as an innovative approach to patient education, offering interactive and engaging experiences that enhance learning and self-management. In dermatology—where visual recognition and adherence to treatment are particularly important—GBL may offer unique educational advantages. Methods This scoping review aimed to map the existing literature on the use of GBL in dermatology patient education and to identify gaps for future investigation. A comprehensive search was conducted across Scopus, Medical Literature Analysis and Retrieval System Online (MEDLINE), and Directory of Open Access Journals (DOAJ), following the Joanna Briggs Institute methodology and the PRISMA-ScR checklist. Eligible studies were peer-reviewed primary research articles, published in English between January 2005 and May 2025, and focused on game-based interventions designed to educate individuals with dermatologic conditions. Results Eight studies met the inclusion criteria, addressing a range of conditions including melanoma, atopic dermatitis, cutaneous leishmaniasis, and sun-related skin damage. Interventions featured gamification, serious games, and augmented reality formats. Most studies reported improvements in knowledge, recognition accuracy, treatment adherence, and user satisfaction. However, only three were randomized controlled trials, and the use of validated outcome measures was inconsistent. Digital usability testing was limited, and the majority of the game-based tools were institution-developed and not publicly accessible. Discussion GBL shows promise as an engaging and potentially effective method for educating dermatology patients, particularly for conditions that rely heavily on visual learning. Nevertheless, the current body of evidence remains preliminary. Many studies had small sample sizes, varied in methodological quality, and underrepresented older adults and individuals with limited digital literacy. Future research should focus on rigorous study designs, broader participant inclusion, and long-term evaluation to support the integration of GBL into routine dermatologic care.

Frontiers in CommunicationVol. 10
Centre for Bhutan Studies and GNH Research (BT), Walailak University (TH)
Openalex Percentile: Top 76%
Educational Games and Gamification
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