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

IntroductionThe 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.MethodsFollowing PRISMA guidelines, database searches from inception to July 2023 (PsycINFO, PubMed, Web of...

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Main Authors: Antonio Pio Facchino, Daniela Marchetti, Marco Colasanti, Lilybeth Fontanesi, Maria Cristina Verrocchio
Format: Article
Language:English
Published: Frontiers Media S.A. 2025-02-01
Series:Frontiers in Education
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Online Access:https://www.frontiersin.org/articles/10.3389/feduc.2025.1511729/full
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author Antonio Pio Facchino
Daniela Marchetti
Marco Colasanti
Lilybeth Fontanesi
Maria Cristina Verrocchio
author_facet Antonio Pio Facchino
Daniela Marchetti
Marco Colasanti
Lilybeth Fontanesi
Maria Cristina Verrocchio
author_sort Antonio Pio Facchino
collection DOAJ
description IntroductionThe 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.MethodsFollowing 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.ResultsThe 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.DiscussionKey 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.
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spelling doaj-art-b2ec8be17acd4f469196259f3a6c232d2025-02-12T07:25:55ZengFrontiers Media S.A.Frontiers in Education2504-284X2025-02-011010.3389/feduc.2025.15117291511729The use of serious games for psychological education and training: a systematic reviewAntonio Pio Facchino0Daniela Marchetti1Marco Colasanti2Lilybeth Fontanesi3Maria Cristina Verrocchio4Department of Psychology, G. d’Annunzio University of Chieti-Pescara, Chieti, ItalyDepartment of Psychology, G. d’Annunzio University of Chieti-Pescara, Chieti, ItalyDepartment of Psychological, Health, and Territorial Sciences, G. d’Annunzio University of Chieti-Pescara, Chieti, ItalyDepartment of Psychology, G. d’Annunzio University of Chieti-Pescara, Chieti, ItalyDepartment of Psychology, G. d’Annunzio University of Chieti-Pescara, Chieti, ItalyIntroductionThe 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.MethodsFollowing 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.ResultsThe 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.DiscussionKey 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.https://www.frontiersin.org/articles/10.3389/feduc.2025.1511729/fullserious gamegamificationavatarpsychologistlearningtraining
spellingShingle Antonio Pio Facchino
Daniela Marchetti
Marco Colasanti
Lilybeth Fontanesi
Maria Cristina Verrocchio
The use of serious games for psychological education and training: a systematic review
Frontiers in Education
serious game
gamification
avatar
psychologist
learning
training
title The use of serious games for psychological education and training: a systematic review
title_full The use of serious games for psychological education and training: a systematic review
title_fullStr The use of serious games for psychological education and training: a systematic review
title_full_unstemmed The use of serious games for psychological education and training: a systematic review
title_short The use of serious games for psychological education and training: a systematic review
title_sort use of serious games for psychological education and training a systematic review
topic serious game
gamification
avatar
psychologist
learning
training
url https://www.frontiersin.org/articles/10.3389/feduc.2025.1511729/full
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