ORIGINAL ARTICLE
Gamification in Radiology: A Systematic Review
Mohammad Kiani Feizabadi1, Amir Mahdi Mafakherian2, Ahmadreza Goudarzi3, Shadi Asadzandi4,5, Mahshad Ahmadi1,
Shoaleh Bigdeli6,7
1
2
3
4
Department of Medical Education, Tehran University of Medical Sciences, Tehran, Iran
Department of Nano Chemistry, Tehran University of Science and Technology, Tehran, Iran
Department of Radiology Sciences, Isfahan University of Medical Sciences, Isfahan, Iran
Department of Medical Library and Information Sciences, School of Health Management and Information Sciences, Iran University of Medical
Sciences, Tehran, Iran
5
Virtual School, Center for Excellence in ELearning in Medical Education, Tehran University of Medical Sciences, Tehran, Iran
6
Center for Educational Research in Medical Sciences (CERMS), Iran University of Medical Sciences, Tehran, Iran
7
Department of Medical Education, School of Medicine, Iran University of Medical Sciences, Tehran, Iran
Received: 20 Apr. 2019; Accepted: 28 Oct. 2019
Abstract- Radiology gamification articles were examined to determine the purpose and effect of games on
the target audience and to provide a basis for researchers who aim to develop a new gamification. The articles
related to radiology gamification, games, and simulations were retrieved from databases, including ProQuest,
Springer, Cochrane Library, Ovid, PubMed, Scopus, and Web of Science via electronic search. To assess the
quality of the articles Prisma and CASP checklists were used. Finally, according to the inclusion criteria, the
appropriate articles were selected. Among 6917 retrieved articles, only 13 articles were related to radiology
gamification, two of which were related to the analysis of the effects of radiology gamification in different
areas such as differential diagnosis, education, dental radiology, and the number of drugs taken for imaging.
These studies show that radiology gamification is few, and there are different forms of gamification, including
but not limited to board games, physical games, and video games. Furthermore, in designing an educational
game, learner’s characteristics, educational goals, and developing educational content are major steps.
© 2019 Tehran University of Medical Sciences. All rights reserved.
Acta Med Iran 2019;57(10):605-613.
Keywords: Game; Gamification; Radiology; Systematic review
Introduction
During recent decades, education is reformed, and its
new form and concept have emerged. In this regard, the
traditional teacher-centered approach in which the
teacher was conveyer of teaching materials within
educational settings, and students were receivers and
reservoirs of teaching materials has been changed. With
magnificent changes in educational paradigms, today,
there are various methods and instruments to facilitate
teaching and learning, among which gamification is a
newly emphasized one.
The term ‘gamification,’ first used by Nick Pelling in
2002 (1), is an umbrella for a broader concept of games.
Generally, a game is a system in which players challenge
abstract concepts (2); and, its environment has certain
rules that are monitored by counting achievements of the
players. Moreover, gamification is the application of
game elements in non-game contexts. (1,3-5)
Gamification adds features of games such as target, rules,
and regulations, entertainment, excitement, feedback,
reward, and progress to the real commercial or
educational environments (6).
The proper game design facilitates active learning (7),
fulfills educational or commercial needs (8), creates an
interactive educational environment (9), increases
motivation, critical thinking and problem-solving skills
(10), permits repetition and facilitates test-taking (11),
and improves learners’ skills (12). Since games have
specific mechanics that result in excitement,
encouragement, and punishment, they are appropriate
tools for education, and their use are highly advised (13).
Tracking brain functions by FMRI2 indicates that after
playing games, the brain becomes more active, and its
Corresponding Author: Sh. Bigdeli
Center for Educational Research in Medical Sciences (CERMS), Iran University of Medical Sciences, Tehran, Iran
Tel: +98 21 88622601, Fax: +98 21 88622607, E-mail addresses:
[email protected];
[email protected]
Gamification in radiology
prefrontal, and parietal lobes are more productive as the
result of game reward (14). In addition, gamification has
been used in many areas of medical sciences, and its
effectiveness has also been studied widely (15-18).
Similar to nursing, dentistry, and medicine (19),
radiology, as a medical discipline, has employed
gamification for its purposes. Radiology is a new
dynamic medical specialty that uses rays (e.g., X-ray) to
diagnose and treat patients and abnormal conditions (20)
by advanced imaging methods, and seeks effective
educational aids for utmost learning (21,22). In this
context, radiology management is crucial and addresses
for its better understanding of radiology students and
teachers and increases radiology workers efficiency. On
the other hand, the realization of radiology history is
attractive and informative for the field researchers.
Designing and developing radiology gamification
requires an extensive literature review; therefore, this
study is an attempt to review all radiology gamification
systematically. In this study, all types of radiology
gamification are examined to determine their purpose and
features, their underpinning learning theories, and their
impact on the target audience. Finally, the results of this
study provide a clear view of history and clinical
management in radiology gamification.
Gamification tools are used as an intervention to compare
this tool with other learning tools and finally study its
effectiveness. The inclusion criteria included access to
the full text of articles, English language, and articles
classification under radiology gamification. The
exclusion criteria included lack of access to the full text
of articles and non-English articles. The retrieved articles
are summarized in pre-designed forms, including name of
author, title of article, time and location of publication,
sample of research, design of article, purpose of study,
type of game, and study results. To assess the quality of
the articles, the Critical Appraisal Skills Program (CASP)
checklists were used. Finally, according to the performed
study and considering the inclusion and exclusion
criteria, 13 articles compatible with the purposes of the
study were extracted.
Materials and Methods
To retrieve articles related to radiology gamification
and educational games, databases including ProQuest,
Springer, Cochrane Library, Ovid, PubMed, Scopus, and
Web of Science were searched electronically. The time
limitation for searches was from the establishment of
each database to 2017. In order to do advance searching,
the following search strategy was used by applying
Boolean operators, brackets, and truncation:
(("Radiology"[ti, ab] OR "CT"[ti, ab] OR "MRI"[ ti,
ab] OR "Sonography"[ti, ab] OR "Medical imaging"[ti,
ab]) AND ("gamification"[ ti, ab] OR "Game Based
Learning"[ ti, ab] OR "Digital game"[ti, ab] OR "Video
game"[ti, ab] OR "Game(s)"[ti, ab] OR "Simulation"[ ti,
ab] OR "Gaming"[ti, ab] OR "Computer-assisted
gaming"[ti, ab]) OR "Serious Game(s)"[ ti, ab]) OR
"Educational game(s)"[ti, ab] OR "Role-playing
game(s)"[ti, ab] OR "Real-world game(s)"[ti, ab]) OR
"massively multi player online"[ti, ab] OR "role play
simulation"[ti, ab] OR "story telling game"[ti, ab]) OR
"edutainment"[ti, ab])).
PICO is also considered; the population of this study
was all people who associated with radiology
gamification (doctor, radiologists, student, etc.).
606 Acta Medica Iranica, Vol. 57, No. 10 (2019)
Figure 1. Flow Diagram for the selection of the Retrieved Articles
Results
The bibliographic features of articles are identified in
table 1.
M. Kiani Feizabadi, et al.
Table 1. Bibliographic information of articles
Row
1.
2.
3.
Title of papers
Novel card
games for
learning
radiographic
image quality
and urologic
imaging in
veterinary
medicine
Use of a novel
board game in a
clinical rotation
for learning
thoracic
differential
diagnoses in
veterinary
medical imaging
Assessing the
learning potential
of an interactive
digital game
versus an
interactive-style
didactic lecture:
the continued
importance of
didactic teaching
in medical
student education
4.
An interactive
videogame
designed to
improve
respiratory
navigator
efficiency in
children
undergoing
cardiovascular
magnetic
resonance
5.
App Review
Series:
Radiology
Pocket Game
Affiliation of authors
Publication year
Type of
research
DOI
Christopher P. Ober, DVM, Ph.D.,
Dipl. ACVR is Associate
Professor of Medical Imaging,
Department of Veterinary Clinical
Sciences, University of Minnesota
College of Veterinary Medicine
2017
Original
research
10.3138/jvme.0715-108R
American College
of Veterinary
Radiology
Christopher P. Ober, DVM, Ph.D.,
Dipl. ACVR is Associate
Professor of Medical Imaging,
Department of Veterinary Clinical
Sciences, University of Minnesota
College of Veterinary Medicine
2016
Original
research
10.1111/vru.12452
Pediatric
Radiology
Jesse Courtier, Department of
Radiology and Biomedical Imaging,
University of California, San, Francisco
UCSF Benioff Children’s
Hospital--- Emily M. Webb,
Department of Radiology and
Biomedical Imaging,
University of California, San Francisco-- Andrew S. Phelps, Department of
Radiology and Biomedical Imaging,
University of California, San, Francisco
UCSF Benioff Children’s
Hospital--- David M. Naeger,
Department of Radiology and
Biomedical Imaging,
University of California, San Francisco
2016
Original
research
DOI 10.1007/s00247-0163692-
Journal of
Cardiovascular
Magnetic
Resonance
Sean M. Hamlet, Department of
Electrical Engineering, University of
Kentucky, Lexington, KY, USA,
Department of Pediatrics, University of
Kentucky, Lexington, KY, USA--Christopher M. Haggerty, Department
of Pediatrics, University of Kentucky,
Lexington, KY, USA, Institute for
Advanced Application, Geisinger
Health System, Danville, PA, USA--Jonathan D. Suever, Department of
Pediatrics, University of Kentucky,
Lexington, KY, USA, Institute for
Advanced Application, Geisinger
Health System, Danville, PA, USA--Gregory J. Wehner, Department of
Pediatrics, University of Kentucky,
Lexington, KY, USA, Department of
Biomedical Engineering, University of
Kentucky, Lexington, KY, USA---
2016
Original
research
DOI 10.1186/s12968-0160272-
Journal of Digital
Imaging
V. B. Surya Prasath, Computational
Imaging and VisAnalysis (CIVA) Lab,
Department of Computer Science,
University of Missouri, Columbia, MO,
65211, USA
2016
Review
DOI 10.1007/s10278-0169924-7
Journal
Journal of
Veterinary
Medical Education
Acta Medica Iranica, Vol. 57, No. 10 (2019) 607
Gamification in radiology
Table 1. (Cont.)
From analog to
apps –
developing an
app to prepare
children for
medical imaging
procedures
Gigi Williams, The Royal Children's
Hospital Melbourne--- Siobhan Greene,
The Royal Children’s Hospital,
Melbourne, Australia
2015
Original
research
DOI:
10.3109/17453054.2015.11
08285
2015
Original
research
DOI 10.1186/s12976-0150003-4
2014
Original
research
10.7863/ultra.33.10.1843
American College
of Radiology
Bruce Reiner, MD, Baltimore VA
Medical Center, Diagnostic Imaging,
Baltimore, Maryland 21201, USA--Eliot Siegel, MD from the University
of Maryland
2008
Review
DOI:
10.1016/j.jacr.2007.09.002
10.
Development of
software for
dental radiology
education using
VB.NET
International
Congress Series
H. Tanimoto, Department of Hard
Tissue Research, Graduate School of
Oral Medicine Oral Science,
Matsumoto Dental University, Japan--Y. Arai, Department of Hard Tissue
Research, Graduate School of Oral
Medicine Oral Science,
Matsumoto Dental University, Japan--K. Gro¨ndahl, Department of Oral and
Maxillofacial Radiology, The
Sahlgrenska Academy, University of
Go¨teborg, Sweden---H.-G. Gro¨ndahl,
Department of Oral and Maxillofacial
Radiology, The Sahlgrenska Academy,
University of Go¨teborg, Sweden
2005
Original
research
https://doi.org/10.1016/j.ics
.2005.03.119
11.
The slice is right
(an exercise in ct
windowing)
Canadian Journal
of Medical
Radiation
Technology
BruceWhalenRTR,Diagnostic Imaging
Department, Janeway Child Health
Centre/Children's Rehabilitation
Centre, Health Care Corporation of St.
John's, NL
2003
Original
research
https://doi.org/10.1016/S08
20-5930(09)60033-5
6.
Journal of Visual
Communication in
Medicine
7.
CT brush and
CancerZap!: two
video games for
computed
tomography dose
minimization
Theoretical
Biology and
Medical Modeling
8.
Sonogames
An innovative
approach to
emergency
medicine resident
ultrasound
education
American Institute
of Ultrasound in
Medicine
9.
The potential for
gaming
techniques in
radiology
education and
practice
Graham Alvare , BioInformation
Technology Laboratory, Department of
Plant Science, University of Manitoba,
Current address: Faculty of Medicine,
University of Manitoba, Box 107,
Winnipeg, Canada
--- Richard Gordon, Embryogenesis
Center, Gulf Specimen Aquarium and
Marine Laboratory, C.S. Mott Center
for Human Growth and Development,
Department of Obstetrics and
Gynecology, Wayne State University,
Stellarray, 9210 Cameron Road Suite
#300, Austin
Andrew S. Liteplo, M.D., RDMS,
attending physician at Massachusetts
General Hospital's Department of
Emergency Medicine. Assistant
Professor of Surgery at Harvard
Medical School--- Nova Panebianco,
MD, MPH ,Assistant Professor of
Emergency Medicine at the Hospital of
the University of Pennsylvania--Teresa Liu, M.D., RDMS ,Associate
Director, Ultrasound ,Health Sciences
Assistant Clinical Professor--- Alice
Fiona Murray, MBChB
Instructor, Pediatrics--- Geoffrey
Hayden, MD
Jefferson University Physician--- Resa
E. Lewiss, MD, Director of Point-ofCare Ultrasound, Department of
Emergency Medicine, Department of
Radiology, University of Colorado
School of Medicine
608 Acta Medica Iranica, Vol. 57, No. 10 (2019)
M. Kiani Feizabadi, et al.
Table 1. (Cont.)
Development and
evaluation of an
interactive webbased breast
Imaging Game
for Medical
Students
An interactive
multimedia
program for
imaging the
spleen: Concept,
design, and
development
12.
13.
Academic
Radiology
Marilyn A. Roubidoux, MD,
Department of Radiology, University of
Michigan Health System, Ann Arbor--Chris M. Chapman, BS--- Mary E.
Piontek, MA, PhD
2002
Original
research
PMID: 12385511
Radiographics
Paul S. Calhoun, BFA Eliot K Fishman,
MD
1994
Original
research
DOI:10.1148/radiographics.
14.6.7855349
Table 2. Game features of radiology gamification
Type of Game
Purpose of Game
Method of Game
Production
Features of Game
Card Game
Assessing the utility of card
games for learning the
fundamentals
of radiographic image quality
and differential list generation
in a veterinary classroom
First, the data were
collected, and cards were
designed. Then, card
game regulations were
set
This card game was designed to transfer
different concepts of veterinary imaging
within classrooms. Cards focus on the
quality of radiographic images or
differential diagnosis.
Board Game
Helping students to generate
appropriate lists of
differential diagnoses when
faced with various
radiographic
findings
First, the data were
collected, after that, the
winning conditions, card,
and game regulations
were set, and cards were
designed
The game designs involve a little
chance, and the possibility of winning
or losing is completely related to
players’ skills.
Physical Game
Assessing all aspects of
emergency medicine (the
clinician performs an
ultrasound examination
at the bedside, interprets the
images, and immediately
implements this into clinical
decision making)
The game data were
collected; then,
regulations and
conditions of the game
were designed.
The game is somewhat similar to
simulators. It is done within three
stages, each of which lasts four hours.
The game is running as an event;
different teams take part in this game
and achieve scores.
Video Game
Capturing and using human
intuition for reducing CT dose
The data is collected, and
the game is implemented
on Java as a videogame
The game production and design are
very simple. The player should shoot
the X-ray photons to tumors and should
avoid shooting to the normal tissues.
Online Game
To develop an
interactive computer teaching
tool for breast imaging
targeted
toward the general, 4th-year
medical student and to
make it available on the
World Wide Web
The data is collected, and
the game is designed as
an online game.
The game is competitive and is
completely designed with Visual
Elements1
An interactive
videogame designed to
improve respiratory
navigator efficiency in
children undergoing
cardiovascular magnetic
resonance
Video Game
Navigator-controlled
videogame helps to control
breathing patterns and to
improve navigator efficiency
and maintain image quality
The game was produced
by custom software
called MATLAB
This game uses avatars as visual
feedback and process the respiratory
navigator image in real-time during
CMR. The game encourages children to
breathe so that the avatar is positioned
within the navigator acceptance window
throughout image acquisition
App review series:
radiology pocket game
Video Game
Teaching the user’s anatomy
using radiological images
The data is collected, and
each game is
implemented as a
videogame.
This game is based on asking question
and answer process, and the educational
aspect of the game is emphasized.
Title
Novel card games for
learning
Radiographic image
quality and
urologic imaging in
veterinary medicine
Use of a novel board
game in a clinical
rotation
for learning thoracic
differential diagnoses
In veterinary medical
imaging
Sonogames
an innovative approach
to emergency medicine
resident
ultrasound education
Ct brush and cancerzap!
two video games
for computed
tomography dose
minimization
Development and
evaluation of an
interactive web-based
breast imaging game for
medical students
All these games were designed to improve a process
or to teach a concept that is an exact match of the
Acta Medica Iranica, Vol. 57, No. 10 (2019) 609
Gamification in radiology
gamification goals. In all the above-mentioned studies to
design the gamification, at the very beginning, data was
collected to select the best platform and type of
gamification in accordance with the teaching-learning
content. The research findings of the effects or end results
of games, game audiences, and learning theories applied
to develop games are shown in table 3.
Table 3. Features of radiology gamification
Row
Game name
Study participants
Bloom
domain of
educational
objectives
Underpinning
learning
theory
1
Card games
99 veterinary students
Application
Artifact
recognition/
Cognitive
processes
2
Ain’t Doin’ Right: Thorax
(ADR: Thorax)
100 fourth-year
veterinary
students
Comprehension
Not mentioned
3
Simple interactive digital
Tic-tac-toe quiz module
50 students
Evaluation
Self-directed
learning
4
Bubble
Gulp (navigator feedback
videogame)
Fifty children with no
significant past
medical history
Application
Not mentioned
Radiology Pocket Game
(RPG)
Not Mentioned
Application
Not mentioned
5
6
Okee in Medical Imaging
children 4–8 years
Application
Not mentioned
7
CT Brush
Not mentioned
Application
Not mentioned
8
SonoGames
Allopathic emergency
medicine residencies
Knowledge
Cognitive
Game result/Effectiveness
Card game has positive impact on students’ classroom
perception
Beneficial in improving student understanding of
veterinary medical imaging with respect to developing
differential lists for thoracic radiographic findings.
Students’ fewer tendencies in learning via digital
Games compared to traditional speech.
Using the designed game was successful, and
researchers found that games can play effective roles in
education, which leads to increasing interactions
among individuals.
Not mentioned
Significantly
reduce procedural anxiety
and bolster the support
patients and families receive from one of the
the department’s dedicated Play Therapists
The effects of games on general education are noted,
and this is known as one of the methods of teaching
public.
Not Mentioned
9
Gaming Techniques in
Radiology
Not Mentioned
Knowledge
Not Mentioned
10
VB.NET
Not mentioned
Application
Not mentioned
11
The slice is right
Interactive Web-based
breast imaging game
Interactive multimedia
program
Not mentioned
4th-year medical
students
Application
Not mentioned
Problem-based
learning (PBL)
Games could be a new attractive method for all the
staff in the medical imaging area.
This approach also provides objective duplicable data
that are sharply demanded by the regulators, refunding
units, and those who hope to supply imaging services
to the market.
Students can learn how to position sets of radiographs
in a logical order to facilitate their viewing and
interpretation.
Enables the production of versatile and platformindependent programs the
Contents of which are easy to change for the teachers
using them in their education.
Not mentioned
It is both interactive and competitive, which may
increase student motivation and interest
Not mentioned
Application
Not mentioned
Not mentioned
12
13
Evaluation
In some of the reviewed articles, the results of the
research are not completely clarified. Among the
reviewed articles, two of them were specifically focused
on the effects of radiology games. The article entitled
"Assessing the learning potential of an interactive digital
game versus an interactive-style didactic lecture: the
610 Acta Medica Iranica, Vol. 57, No. 10 (2019)
continued importance of didactic teaching in medical
student education" aimed to compare traditional
education with gamified education. In this article,
researchers found that education by applying lectures 1
and educational games could be very effective compared
to traditional methods, and games can be used along with
M. Kiani Feizabadi, et al.
other methods.
The article entitled "The Potential Gaming
Techniques in Radiology Education and Practice
reviewed the effects and potentials of games. The
researcher also found that video games are effective
educational tools in teaching radiology. In addition, the
game could be amusing and transfer educational content
in environments similar to the real world. Finally, it could
increase individuals’ clinical skills.
All the mentioned games applied Bloom’s taxonomy
of educational objectives; however, most of them lack
explicit underpinning educational theories.
In table 4, the articles are reviewed from their
relations to radiology areas via using gamifications.
Table 4. Radiology gamification and education of health professions
Row
Title
Active radiology areas
1
Novel card games for learning radiographic image
quality and urologic imaging in veterinary medicine
Quality of images and differential
diagnosis of radiographic findings in
veterinary medicine
2
Use of a novel board game in a clinical rotation for
learning thoracic differential diagnoses in
veterinary medical imaging
Thoracic differential diagnoses in the
veterinary clinical setting
3
Sonogames an innovative approach to emergency
medicine resident ultrasound education
Education and assessment of ultrasound
skills of emergency medical residents
4
5
6
7
8
9
10
11
Assessing the learning potential of an interactive
digital game versus an interactive-style didactic
lecture: the continued importance of didactic
teaching in medical student education
From analogue to apps – developing an app to
prepare children for medical imaging procedures
An interactive videogame designed to improve
respiratory navigator efficiency in children
undergoing cardiovascular magnetic resonance
Subspecialty
Veterinary Medicine
Emergency Medicine
Pediatric radiology
Pediatrics
Medical imaging procedures in children
Cardiovascular magnetic resonance
Cardiovascular
App review series: radiology pocket game
Radiological imaging in anatomy
Anatomy
Ct Brush And Cancerzap! two video games for
computed tomography dose minimization
The slice is right (an exercise in CT windowing)
The potential for gaming techniques in radiology
education and practice
Development and evaluation of an interactive webbased
Breast imaging game for medical students
X-ray dose from computed tomography
(CT) scanner
CT windowing
Medicine (computed
tomography (CT))
Medical imaging
Medicine (Imaging)
Breast imaging
12
Development of software for dental radiology
education using VB.NET
Dental radiology
Dentistry
13
An interactive multimedia program for imaging the
spleen: concept, design, and development
Radiologic imaging from spleen
Gastrointestinal radiology
Discussion
Game production aims to increase cooperation and
collaboration among individuals to perform an activity
and to increase or develop certain traits in users (23). This
new trend can lead to changing behavior or occurring
certain activities among individuals, e.g., respecting
nature, paying attention to personal health, and increasing
the level of cooperation in an organization (24).
Gamification could be used in diverse scientific fields and
disciplines. For instance, in medicine, the game 'Pain
Squad' can be easily used to detect the amount of pain in
cancerous children. The game 'Speed Camera' will
provoke drivers to obey certain speed limits for security
and protection purposes. In addition, in education,
gamification tools have been used for teaching
educational processes to learners. In fact, this instrument
increases the motivation of learners to gain knowledge
and encourages them to cooperate in educational
activities (10,25,26).
In the present study, among 6917 extracted articles
from different databases, only 13 articles related to
educational radiology gamification were retrieved and,
only two of them dealt specifically with analysis of the
effects of gamification in this area. These studies focused
on the positive impact of the games on students' learning
Acta Medica Iranica, Vol. 57, No. 10 (2019) 611
Gamification in radiology
processes. In fact, other articles emphasized the positive
impact of educational games on education (27-30). It is
worth mentioning that in one of the articles (Table 1.
Number 5) the applied game was not effective as an
educational tool, and live interaction among learners, the
realization of content and enjoyment from learning scored
much higher than gamification. The authors considered
the importance of gamification completely and
mentioned that as a complementary educational tool, it
could be used and suggested conducting future studies
with a broader statistical population and other
educational methods in comparison to gamification (31).
In teaching and learning environments, lack of
cooperation, and lack of ability to create motivation
among learners are usually observed. Therefore,
educators should apply new educational techniques such
as gamification to enhance teaching and learning
processes. One of the probable methods is giving rewards
to positive trials or activities that increases the level of
motivation among learners. In fact, gamification by
making use of game components enhances these
processes (32). In several studies, it has been proved that
using game mechanics could increase the ability of
learners to learn new skills or gain knowledge (33). Also,
in the 13 reviewed articles, in diverse areas of radiology
such as differential diagnosis, education, and dental
radiology, different games have been designed, and their
effectiveness was approved. Moreover, there are
similarities between games and education; for instance,
they both have specified goals and try to create a pleasing
environment to remove teaching and learning barriers. In
addition, a certain skill or concept is taught via them, or
they increase cooperation among the involved parties and
convey the intended content. Either in education or
educational games assessing individual players is
crucially important to understand whether they have
reached the intended goals or not (32). However, it is
worth saying that games not only increase learners’
behavior, commitment, and motivation but consequently
improve their knowledge or skill acquisition (23). Game
studies show that game production is not limited to a
specific type (30), and different types of games (e.g.,
board game, physical game, video game, etc.) could be
produced and applied in diverse educational settings. In
designing an educational game, recognizing learner’s
character, educational goals, and developing educational
content as well as activities for producing games are
crucially important (23,32).
The key point for game producers, in designing an
appropriate game, is to consider roles, tasks, and
responsibilities that learners should undertake. Successful
612 Acta Medica Iranica, Vol. 57, No. 10 (2019)
gameplay results in achieving more scores, rewards,
passing to the next step, winning the game, and finally
achieving educational goals (31). Therefore, it was
concluded that, although radiology is a new discipline,
using gamification for conveying the contents is highly
noted.
Acknowledgments
The authors are grateful to the National Agency for
Strategic Research in Medical Education (NASR) for its
financial support.
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