SERIOUS GAMES A Quality Label for Serious Games The Dutch Society of Simulation in Healthcare (DSSH) has developed a transparent evaluation framework with an associated quality label for medical serious games. B. Doyen, A. Mert, H.A.W. Meijer, T.C.W. Nijboer, and M.E.W. Dankbaar report. he development of medical serious games is boom-ing. In the past years, the number of healthcare-related serious games has rapidly increased, just as the num-ber of purposes for which they are being developed. Although several definitions of serious games exist, they can be defined as “interactive computer applications, that are fun to play, chal-lenging and engaging, incorporate some concept of scoring, and teach the user a skill, knowledge, or attitude that can be of use in the real world”. 1 These serious games are praised for their attrac-tive, engaging, challenging and motivating nature and some have already shown their effectiveness in various settings, including medical education for both patients and healthcare workers. 2,3 Despite this premise and the large number of released medi-cal serious games, only a minority of them are successfully imple-mented and used in the context for which they were designed. 3 This may be attributed to a great variation in quality and a lack of transparency regarding the rationale, relevance and scientific validity of these games. 4 Additionally, it is not always clear to what degree various user groups such as relevant experts (e.g. game, healthcare and educational specialists) and the end-users were involved during development of the game. The latter is very important to make sure potential users appreciate and un-derstand the game and may learn from it. This can make it very 10 MEDICAL TRAINING MAGAZINE 1.2018 T difficult for potential users to distinguish good and effective serious games from nice looking, but ineffective or potentially even harmful games. Differentiating be-tween effective and ineffective games is especially relevant in the current era of evidence-based medicine and education, where sound evidence of effectiveness is required before policymakers consider implementing a serious game as a teach-ing or treatment modality. An additional concern is data-safety, since many of these games store personal and/or even medical data either locally or on external servers. Unfortunately, clear information on these topics is rarely available for po-tential users, in app stores, or developer websites. In order to help solve these issues and to stimulate the production of well-devel-oped, scientifically supported and tested serious games, the Dutch Society of Simu-lation in Healthcare (DSSH) has developed Above Figure 1 -CPR Training. Image credit: Warp Industries (http://warp. industries/work/ cpr-training/).