Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial
This study marks the first application of gamification in breast self-examination education for ordinary Chinese women within a 3D desktop metaverse. By comparing gamified and nongamified versions under identical metaverse platform conditions, it expands the application boundaries of the GM group in breast health education. Gamification significantly enhanced immediate acquisition of breast health knowledge but did not provide additional advantages for short-term retention. However, the gamified group maintained higher absolute knowledge levels at the 4-week follow-up. Overall, in the 3D desktop metaverse, immersive experiences provide foundational effects, while gamification delivers immediate gains. To further optimize long-term retention, memory consolidation strategies should be integrated into the gamified framework.
Authors
- Sabzali Musa Kahn (ORCID: https://orcid.org/0009-0005-8736-0774)
- Seng Yue Wong
- Rui Li
- Bingyu Duan
Institutions
- University of Malaya (MY)
Publication Details
- Journal
- JMIR Serious Games
- Published
- 2026-01-07
- DOI
- https://doi.org/10.2196/75318
- Primary Topic
- Virtual Reality Applications and Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00