Research AppraisalSystematic Review

Effectiveness of Digital Serious Games on Knowledge and Attitudes in Public Health Education: Systematic Review and Bayesian Network Meta-Analysis of Randomized Controlled Trials

Journal of medical Internet researchHuang, Di, Wu, Dongjun, Hexel, Rene et al.24 Apr 2026DOI

Clinical Snapshot

80CEBM
Evidence: ModerateSystematic Review

PICO Framework

P — PopulationNonprofessional participants across diverse populations including adolescents, adults, and nonpatient populations from 19 countries
I — InterventionDigital serious games in various formats (mobile app-based, computer-offline, web-based, virtual reality)
C — ComparatorTraditional or noninteractive education methods
O — OutcomesPublic health knowledge and attitudes measured by standardized mean differences

Bottom Line

This comprehensive network meta-analysis of 40 RCTs demonstrates that digital serious games significantly improve public health knowledge and attitudes compared to traditional education methods. However, the very high heterogeneity (I²>80%) and moderate-to-low certainty evidence limit confidence in these findings. Mobile app-based and computer-offline games showed the greatest effectiveness for knowledge improvement, while computer-offline and web-based formats were most effective for attitude change. Multisession interventions outperformed single sessions, particularly in adolescents. While promising for scalable health education, the substantial variation between studies suggests that effectiveness likely depends on specific game design, target population, and implementation context. Clinicians should consider digital games as a potentially useful adjunct to traditional health education, but should not view them as universally superior. More rigorous, standardized trials with longer follow-up are needed before widespread implementation can be confidently recommended.

Evidence: Moderate

Key Findings

  • P Value: Statistically significant for both outcomes (CIs exclude null)

  • Effect Size: Knowledge: SMD 0.66 (moderate effect); Attitudes: SMD 0.50 (moderate effect)

  • Primary Outcome: Standardized mean difference for public health knowledge and attitudes

  • Nnt Or Sensitivity: Mobile app-based games ranked highest for knowledge improvement; computer-offline games ranked highest for attitudes

  • Confidence Interval: Knowledge: 95% CI 0.32-0.99; Attitudes: 95% CI 0.27-0.76

Clinical Application

High feasibility given widespread digital device access, though requires consideration of digital literacy and infrastructure Relevant to Australian Digital Health Strategy and preventive health initiatives. Could support RACGP health promotion activities and complement existing health education programs through Medicare Benefits Schedule health assessments Broad applicability to nonprofessional populations seeking health education, particularly adolescents and community groups

Abstract

BACKGROUND: Inadequate health literacy and low engagement challenge public health education. Digital serious games show potential to enhance health knowledge and attitudes. However, the comparative effectiveness of different game formats is unclear. OBJECTIVE: This study aimed to evaluate and compare the effectiveness of different digital serious game formats in improving public health knowledge and attitudes. METHODS: This systematic review and Bayesian network meta-analysis followed PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 guidelines. Seven databases (PubMed, CINAHL, Embase, PsycINFO, Cochrane Library, Scopus, and Web of Science) were searched from January 2000 to October 2025. An updated search in February 2026 identified no additional studies. Eligible studies were randomized controlled trials (RCTs) involving nonprofessional participants comparing digital serious games with traditional or noninteractive education. Standardized mean differences and 95% credible intervals were pooled using Bayesian network models with random effects. Subgroup analyses examined population characteristics, intervention duration, health topic, and delivery format. Risk of bias was assessed using the Cochrane risk-of-bias tool, and evidence certainty was rated using the Grading of Recommendations Assessment, Development and Evaluation. RESULTS: Forty randomized controlled trials from 19 countries (N=8764 participants) were included. Digital serious games significantly improved knowledge (standardized mean difference 0.66, 95% CI 0.32-0.99; I²=89.1%) and attitudes (standardized mean difference 0.50, 95% CI 0.27-0.76; I²=80.7%) compared with traditional education. Multisession interventions showed larger effects than single-session interventions for knowledge (0.76 vs 0.43) and attitudes (0.53 vs 0.30), with greater improvements among adolescents, nonpatient populations, and Asian studies. Network meta-analysis showed low heterogeneity (I²=8% for knowledge; 3% for attitudes). Mobile app-based, computer-offline, and web-based games ranked highest for knowledge; computer-offline, web-based, and virtual reality games ranked highest for attitudes. Evidence certainty was moderate for knowledge and low-to-moderate for attitudes. CONCLUSIONS: Digital serious games improve public health knowledge and attitudes across diverse contexts. Using a Bayesian network meta-analysis of randomized controlled trials, this review compares the relative effectiveness of different game formats. Mobile app-based, computer-offline, and web-based games most improved knowledge; computer-offline, web-based, and virtual reality formats most improved attitudes. Multisession interventions were more effective than single-session ones, particularly for adolescents and nonpatient populations. These findings guide scalable digital health education strategies. Future research requires adequately powered trials, longer follow-up, and standardized frameworks.

References

  1. 1.Huang, D., Wu, D., Hexel, R., Brown-Wilson, C., Zhou, J., & Moyle, W. (2026). Effectiveness of Digital Serious Games on Knowledge and Attitudes in Public Health Education: Systematic Review and Bayesian Network Meta-Analysis of Randomized Controlled Trials. Journal of Medical Internet Research, 28(4), e89281. https://doi.org/10.2196/89281
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