Background/Objectives: Gamification and game-based learning (GBL) have recently emerged as fresh and appealing ways of health education, and they have been shown to perform better in knowledge acquisition than traditional teaching approaches. Digital serious games are developing as innovative tools for cancer education and behaviour change, yet no review has systematically synthesized their use across key populations. This scoping review aimed to map evidence on serious games for cancer prevention, care, and survivorship among the public, patients, and healthcare professionals, framed through the Capability, Opportunity, Motivation-Behaviour (COM-B) model. Methods: Following Joanna Briggs Institute methodology, we searched Web of Science, MEDLINE, CINAHL, and PsycINFO. Eligible studies evaluated a serious game with a cancer focus and reported outcomes on knowledge, awareness, engagement, education, or behaviour. Data extraction and synthesis followed the PRISMA-ScR checklist. Results: Thirty-five studies met the inclusion criteria, covering diverse cancers, populations, and platforms. Most reported improvements in knowledge, engagement, self-efficacy, and communication. However, heterogeneity in study design and limited assessment of long-term behaviour change constrained comparability. Conclusions: Digital serious games show promise for enhancing cancer literacy and supporting behavioural outcomes across patients, professionals, and the public. By integrating multiple perspectives, this review highlights opportunities for theory-driven design, robust evaluation, and implementation strategies to maximize their impact in cancer education and awareness.
背景/目的:游戏化与游戏化学习作为健康教育的新颖且具吸引力的方式近期兴起,并已被证明在知识获取方面优于传统教学方法。数字严肃游戏正发展为癌症教育与行为改变的创新工具,然而目前尚无综述系统性地整合其在关键人群中的应用。本范围综述旨在通过能力、机会、动机-行为模型框架,梳理面向公众、患者及医疗专业人员的癌症预防、护理与生存支持的严肃游戏相关证据。方法:依据乔安娜布里格斯研究所方法学,我们检索了Web of Science、MEDLINE、CINAHL及PsycINFO数据库。纳入标准为评估以癌症为主题的严肃游戏,并报告知识、意识、参与度、教育或行为相关结局的研究。数据提取与合成遵循PRISMA-ScR清单。结果:35项研究符合纳入标准,涵盖多种癌症类型、人群及平台。多数研究报道了知识水平、参与度、自我效能及沟通能力的提升。然而,研究设计的异质性及长期行为改变评估的局限性制约了结果的可比性。结论:数字严肃游戏在提升患者、专业人员及公众的癌症素养和支持行为改变方面展现出潜力。通过整合多元视角,本综述强调了理论驱动设计、严谨评估及实施策略的发展机遇,以最大化其在癌症教育与意识提升中的影响力。