This study aimed to assess the impression of nurses regarding medication-based training to foster MA competency. Based on the nurses’ reports in this study, the game can be considered a valuable instrument for training and fostering MA competency. Previous studies have also shown that gamification could be considered effective in improving learning outcomes in healthcare professionals (
3) and enhancing their engagement and motivation in the learning process in a medical context (
16). However, the response to the game is not always positive, and gamification can be seen as ineffective (
17).
Nonetheless, the present gaming experience was reported to be affected by bad experiences in the past or by minimal experiences with gaming, as reported by the participants. In the latter case, the energy and attention of the participants may have been diverted toward irrelevant issues, weakening their focus on the actual topic. Volejnikova-Wenger et al. (
18) stated that games navigational difficulties negatively influenced learning outcomes.
This study showed that it is important to make a game technically smooth in a manner that players can focus on the essential and relevant parts without being distracted by difficulties related to the characters’ movements. In addition, some participants required more instructions than others. The lack of clear instructions is also reported to present critical issues in a previous study (
6), where the difficulty of moving the game characters was reported to be influenced by playing experiences, enthusiasm to play, and focus on the covered topics. In another previous study, technological challenges influenced engagement with the learning instrument, and the difficulties in moving the characters distracted participants (
18). A game that does not work may frustrate players (
6). Therefore, in future applications of the present game, addressing nurses’ MA competency and eliminating or minimizing such distractions will be important. Furthermore, it is important to assist individuals with the difficulties of playing computer games, particularly those with less gaming experience or lacking essential computer skills. Technology comfort is a crucial factor in facilitating pleasant gaming and learning experiences.
In their study, Aloweni et al. (
6) concluded that in the future, we would need new teaching methods, such as games that match the future generations’ learning styles and needs. A previous study showed that games might suit younger students (
17). In a study by Popil and Dillard-Thompson (
19), nurses reported needing various games. The present study showed that not everyone seems interested in game-based learning, although opinions may change with increasing gaming experience. Previous studies have demonstrated that good teachers use new teaching methodologies (
20); however, it is also important to consider different types of learners. Further, new technologies create new opportunities and challenges for teachers (
21). Developing new teaching methods also increases teachers’ competencies.
Motivation is an essential factor in the learning process (
16), and so it was in nursing students’ responses to game-based learning (
17). Previously, intrinsic motivation was reported to be positively influenced by feedback (
22). In this study, some nurses preconceived notions of gaming. Some of them, but not all participants, overcame these prejudices as they gained experience in the game. It is also important to keep players motivated throughout the game. There must be a right balance between skills and challenges so that those who move on faster can keep playing (
22). The game used in this study gave feedback immediately during the play. Previous studies reported the lack of immediate feedback (
6) as a negative aspect (
23). In this study, the nurses reported that playing made them think about their own actions, and some of them “felt a sting” because they realized that, in practice, their actions did not always match their expectations.
In addition to these technical aspects, it is important to pay attention to the visual aspects of the game, as well as the game’s realism. Specifically, game realism is important for promoting engagement in game-based learning (
4). A previous study showed a lack of realism to be one of the negative aspects (
23). When the game represents real-world situations, players can practice and be more prepared when similar situations occur in real life (
8). In this study, the game was developed for research purposes only and not for commercial uses.
The nurses reported that patients would not typically be as involved in their real-life medication process as in the present game. From a safe medication process perspective, nurses must be more actively involved with patients in medication-related activities (
24). Addressing these important medication-related issues is essential because all nurses are involved in MA.
In this study, all nurses considered the MA tasks as an important topic. If a topic is not considered important, interest in gaming may wane. Recognizing when and how games should be used in teaching is essential (
25). A previous study demonstrated that the specific topic of a course might prevent a positive response to game-based learning (
17). Some nurses reported trying to change their practice according to the game, particularly regarding patient identification. This study demonstrated that the game is an effective method for refreshing medication-administration tasks, as was highlighted in a previous study (
6). It is recommended that in the future, intravenous MA should also be included in the game.
Even if an educational game aims to improve competency, playing can make learning enjoyable, or learning may even occur unnoticed. Previous studies have demonstrated that playing games is an enjoyable way to learn (
4,
19) and can lead to positive behavior changes (
3) and learning outcomes (
26). It is also sometimes an enjoyable method to master new topics (
17). A previous review found no negative outcomes attributable to gamification in health professionals’ education (
3). However, more research is needed on educational gaming and its application in nursing because gamification may not always motivate learning (
17).
The game also keeps students awake and attentive (
5). Although older health professionals and non-gamers may struggle to play games (
6), playing may help arouse players’ interest in the game. In this study, a clinical nurse who did not consider herself a gaming person was excited about playing and wanted to play more often in the future.
Based on the nurses’ perceptions in this study, the game would be most beneficial for nursing students and recent graduates and may be used for enhancing and repeating the knowledge of all healthcare professionals. A previous study also demonstrated that the game would be more suitable for novice nurses (
6).
5.1. Limitations and Strengths
This study had several limitations and strengths. All nurses who participated in this study were medical ward nurses. Since three Finnish hospitals participated in this study, the present results may not be generalizable to all nurses. Although different age groups were well-represented, the generalizability of the present results might have been jeopardized as all participants were female. A semi-structured interview form was developed for this study and pre-tested in two nurses. The interviews were conducted in a quiet environment. We used the consolidated criteria for reporting qualitative research (COREQ) checklist to guide study reporting (
27).
5.2. Conclusions
In conclusion, registered nurses found that the present medication game was useful for strengthening their medication competency. The game made nurses think about MA tasks and self-reflect on their actions, and sometimes even changed their activities. The game focuses on tablet medications, which play a crucial role in nurses’ daily tasks. Nurses may know how to act in different situations, such as patient identification, but in reality, they may skip certain parts of the related procedures. This study demonstrates that game-based learning focusing on MA tasks is suitable for all nursing staff and other healthcare professionals. It is recommended that intravenous medication administration should also be included in future adaptations of the game.