Published on in Vol 21, No 3 (2019): March
![Serious Gaming and Gamification Education in Health Professions: Systematic Review Serious Gaming and Gamification Education in Health Professions: Systematic Review](https://asset.jmir.pub/assets/da68cba1833cb23abf7aaf40d5982301.png 480w,https://asset.jmir.pub/assets/da68cba1833cb23abf7aaf40d5982301.png 960w,https://asset.jmir.pub/assets/da68cba1833cb23abf7aaf40d5982301.png 1920w,https://asset.jmir.pub/assets/da68cba1833cb23abf7aaf40d5982301.png 2500w)
1 School of Public Health, Gansu University of Chinese Medicine, Lanzhou, China
2 Department of Primary Care and Public Health, School of Public Health, Imperial College London, London, United Kingdom
3 Institute of Medical Science, Faculty of Medicine, University of Toronto, Toronto, ON, Canada
4 Department of Learning, Informatics, Management and Ethics, Karolinska Institutet, Stockholm, Sweden
5 Royal Society of Arts, London, United Kingdom
6 Family Medicine and Primary Care, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore, Singapore
7 Centre for Population Health Sciences, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore, Singapore
8 Centre de Philosophie du Droit (Cellule Biogov), Universite Catholique de Louvain, Louvain-la-Neuve, Belgium
9 Games for Health Innovations Centre, Lee Kong Chian School of Medicine, Nanyang Technological University, Singapore, Singapore
10 Emerging Technologies Lab, Mohammed VI University of Health Sciences, Casablanca, Morocco
11 Health Workforce Department, World Health Organization, Geneva, Switzerland