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Record W4407419570 · doi:10.3389/feduc.2025.1511729

The use of serious games for psychological education and training: a systematic review

2025· review· en· W4407419570 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

aboutThe title or abstract carries a Canadian signal from the geographic lexicon.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueFrontiers in Education · 2025
Typereview
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsnot available
Fundersnot available
KeywordsTraining (meteorology)Computer scienceApplied psychologyPsychologyHuman–computer interactionMedical educationMedicine

Abstract

fetched live from OpenAlex

Introduction The present systematic review aims to synthesize and critically analyze the use of serious games in the professional training and education of psychologists and psychology students. Methods Following PRISMA guidelines, database searches from inception to July 2023 (PsycINFO, PubMed, Web of Science, and Scopus) yielded 4,409 records, of which 14 met the eligibility criteria, including 17 studies. Quality assessment was performed using the Newcastle-Ottawa Scale and the Risk of Bias Tool for Randomized Trials. Results The review identified three pivotal areas where serious games demonstrated significant educational impact: enhancing psychological traits and attitudes (e.g., prejudice, empathy), promoting theoretical knowledge acquisition (e.g., biopsychology), and developing professional skills (e.g., investigative interview with children). Serious games, particularly those providing feedback and modeling, significantly enhance the quality of learning and training for psychology students and professionals. Discussion Key findings revealed that serious games operate by offering realistic, engaging, and flexible learning environments while mitigating risks associated with real-world practice. Methodological limitations, including moderate to high risk of bias in many studies, especially those that relied on cross-sectional data, underscore the need for rigorous designs and long-term evaluations. Practical implications suggest integrating serious games into curricula to address gaps in experiential learning for psychologists, facilitating skill development and knowledge retention. Future research should explore the long-term impact of serious games on professional competencies and assess their applicability across diverse educational contexts.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.646
Threshold uncertainty score0.836

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0000.001
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.093
GPT teacher head0.432
Teacher spread0.339 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it