{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,9,8]],"date-time":"2026-09-08T17:06:49Z","timestamp":1788887209733,"version":"build-2803163510"},"reference-count":29,"publisher":"JMIR Publications Inc.","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["JMIR Form Res"],"abstract":"<jats:title>Abstract<\/jats:title>\n                  <jats:sec sec-type=\"background\">\n                    <jats:title>Background<\/jats:title>\n                    <jats:p>Gamification, defined as the application of game design principles in nongame contexts, has garnered increasing attention for its potential to enhance motivation and engagement across various fields, including medical education and training. However, there is a lack of virtual reality (VR)\u2013based simulations on pneumatic reduction of intussusception (PRI) in children in Brunei, thereby limiting practical training opportunities for medical students and surgical trainees.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec sec-type=\"objective\">\n                    <jats:title>Objective<\/jats:title>\n                    <jats:p>This study aims to obtain experts\u2019 reviews of proposed gamification guidelines by conceptualizing a gamified training prototype for pneumatic reduction of intussusception.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec sec-type=\"methods\">\n                    <jats:title>Methods<\/jats:title>\n                    <jats:p>The design science research methodology (DSRM) was adopted using an iterative development approach. Guidelines for designing gamified training interventions were first identified through a prior systematic literature review. These guidelines were then implemented in the development of a low-fidelity VR prototype as a proof of concept. A qualitative formative evaluation was conducted through a semistructured focus group discussion with 6 healthcare professional participants involved in the pediatric intussusception process.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec sec-type=\"results\">\n                    <jats:title>Results<\/jats:title>\n                    <jats:p>Participants\u2019 formative evaluation indicated that the embedded guidelines could assist in providing effective VR simulation for PRI. The low-fidelity prototype was clear, consistent, and well-aligned with PRI procedures and processes by the participants. The prototype showed promise as an intervention to ensure and enhance trainee motivation and engagement. The overall layout was seen as appealing. Results are presented and discussed with detailed feedback and recommendations for further improvement.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec sec-type=\"conclusions\">\n                    <jats:title>Conclusions<\/jats:title>\n                    <jats:p>This study can be viewed as a contribution to the developing literature on the gamification of medical training by exploring the possibility of applying the guidelines to the conceptual design of a gamified training prototype. The findings indicate that the prototype and its design approach are initially accepted by experts. Subsequent research will consist of creating a high-fidelity prototype and testing it with a larger, more varied sample of participants, including surgeons and medical students, to verify its effectiveness and generalizability.<\/jats:p>\n                  <\/jats:sec>","DOI":"10.2196\/83661","type":"journal-article","created":{"date-parts":[[2026,9,8]],"date-time":"2026-09-08T16:11:26Z","timestamp":1788883886000},"page":"e83661-e83661","source":"Crossref","is-referenced-by-count":0,"title":["Gamified Virtual Reality Training for Pneumatic Reduction of Intussusception in Children: Formative Evaluation of a Low-Fidelity Prototype"],"prefix":"10.2196","volume":"10","author":[{"ORCID":"https:\/\/orcid.org\/0009-0005-9329-892X","authenticated-orcid":false,"given":"Ahmad Nizamuddin","family":"bin Jipli","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0009-0008-6124-2114","authenticated-orcid":false,"given":"Ahmad","family":"M S Elaklouk","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-0392-5036","authenticated-orcid":false,"given":"Anas","family":"Shikha","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0009-0006-7089-5702","authenticated-orcid":false,"given":"Ibrahim","family":"Edris","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"1010","published-online":{"date-parts":[[2026,9,8]]},"reference":[{"issue":"1","key":"R1","doi-asserted-by":"publisher","first-page":"7","DOI":"10.1177\/0973258621992644","article-title":"The role of creative communications and gamification in student engagement in higher education: a sentiment analysis Approach","volume":"17","author":"Bilro","journal-title":"J Creat Commun"},{"key":"R2","doi-asserted-by":"publisher","DOI":"10.1016\/j.edurev.2020.100326","article-title":"The impact of gamification on learning and instruction: a systematic review of empirical evidence","volume":"30","author":"Zainuddin","journal-title":"Educ Res Rev"},{"issue":"4","key":"R3","doi-asserted-by":"publisher","first-page":"2247","DOI":"10.3390\/su13042247","article-title":"Between level up and game over: a systematic literature review of gamification in education","volume":"13","author":"Manzano-Le\u00f3n","journal-title":"Sustainability"},{"key":"R4","doi-asserted-by":"publisher","DOI":"10.1016\/j.ssaho.2024.100870","article-title":"Exploring student engagement in technology-based education in relation to gamification, online\/distance learning, and other factors: a systematic literature review","volume":"9","author":"Balalle","journal-title":"Soc Sci Humanit Open"},{"issue":"3","key":"R5","doi-asserted-by":"publisher","first-page":"181","DOI":"10.7861\/fhj.2019-0036","article-title":"Virtual reality and the transformation of medical education","volume":"6","author":"Pottle","journal-title":"Future Healthc J"},{"key":"R6","doi-asserted-by":"publisher","DOI":"10.3389\/fdgth.2024.1365345","article-title":"Virtual reality and augmented reality in medical education: an umbrella review","volume":"6","author":"Tene","journal-title":"Front Digit Health"},{"key":"R7","doi-asserted-by":"publisher","DOI":"10.1016\/j.tsc.2021.100907","article-title":"The effect of gamification on motivation in the education of pre-service social studies teachers","volume":"42","author":"Yildiz","journal-title":"Think Ski Creat"},{"issue":"5","key":"R8","doi-asserted-by":"publisher","first-page":"1917","DOI":"10.1007\/s11423-023-10263-8","article-title":"The added value of game elements: better training performance but comparable learning gains","volume":"71","author":"Ninaus","journal-title":"Educ Technol Res Dev"},{"key":"R9","doi-asserted-by":"crossref","unstructured":"Yang Y Guo M Wu Y et al. 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