<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing DTD v2.0 20040830//EN" "journalpublishing.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" dtd-version="2.0" xml:lang="en" article-type="review-article"><front><journal-meta><journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id><journal-id journal-id-type="publisher-id">games</journal-id><journal-id journal-id-type="index">15</journal-id><journal-title>JMIR Serious Games</journal-title><abbrev-journal-title>JMIR Serious Games</abbrev-journal-title><issn pub-type="epub">2291-9279</issn><publisher><publisher-name>JMIR Publications</publisher-name><publisher-loc>Toronto, Canada</publisher-loc></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">v14i1e77173</article-id><article-id pub-id-type="doi">10.2196/77173</article-id><article-categories><subj-group subj-group-type="heading"><subject>Review</subject></subj-group></article-categories><title-group><article-title>Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review</article-title></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name name-style="western"><surname>Rooij, de</surname><given-names>S T</given-names></name><degrees>MSc</degrees><xref ref-type="aff" rid="aff1">1</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Kuipers</surname><given-names>D A</given-names></name><degrees>PhD</degrees><xref ref-type="aff" rid="aff1">1</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Prins</surname><given-names>J T</given-names></name><degrees>PhD</degrees><xref ref-type="aff" rid="aff2">2</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Pierie</surname><given-names>J P E N</given-names></name><degrees>Prof Dr</degrees><xref ref-type="aff" rid="aff3">3</xref></contrib></contrib-group><aff id="aff1"><institution>Lectorate of Design Driven Innovation, School of Design, NHL Stenden University of Applied Sciences</institution><addr-line>Rengerslaan 8-10</addr-line><addr-line>Leeuwarden</addr-line><country>The Netherlands</country></aff><aff id="aff2"><institution>Wenckebach Institute, University Medical Center Groningen</institution><addr-line>Groningen</addr-line><country>The Netherlands</country></aff><aff id="aff3"><institution>Faculty of Medical Sciences, University Medical Center Groningen</institution><addr-line>Groningen</addr-line><country>The Netherlands</country></aff><contrib-group><contrib contrib-type="editor"><name name-style="western"><surname>Oliveira</surname><given-names>Eva</given-names></name></contrib></contrib-group><contrib-group><contrib contrib-type="reviewer"><name name-style="western"><surname>Obianyo</surname><given-names>Chekwube</given-names></name></contrib><contrib contrib-type="reviewer"><name name-style="western"><surname>Zhang</surname><given-names>Chen</given-names></name></contrib><contrib contrib-type="reviewer"><name name-style="western"><surname>Ayg&#x00FC;n</surname><given-names>Cihan</given-names></name></contrib></contrib-group><author-notes><corresp>Correspondence to S T Rooij, de, MSc, Lectorate of Design Driven Innovation, School of Design, NHL Stenden University of Applied Sciences, Rengerslaan 8-10, Leeuwarden, 8917 DD, The Netherlands, 31 088 991 7000; <email>steven.de.rooij@nhlstenden.com</email></corresp></author-notes><pub-date pub-type="collection"><year>2026</year></pub-date><pub-date pub-type="epub"><day>10</day><month>4</month><year>2026</year></pub-date><volume>14</volume><elocation-id>e77173</elocation-id><history><date date-type="received"><day>08</day><month>05</month><year>2025</year></date><date date-type="rev-recd"><day>17</day><month>12</month><year>2025</year></date><date date-type="accepted"><day>19</day><month>12</month><year>2025</year></date></history><copyright-statement>&#x00A9; S T Rooij, de, D A Kuipers, J T Prins, J P E N Pierie. Originally published in JMIR Serious Games (<ext-link ext-link-type="uri" xlink:href="https://games.jmir.org">https://games.jmir.org</ext-link>), 10.4.2026. </copyright-statement><copyright-year>2026</copyright-year><license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (<ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link>), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on <ext-link ext-link-type="uri" xlink:href="https://games.jmir.org">https://games.jmir.org</ext-link>, as well as this copyright and license information must be included.</p></license><self-uri xlink:type="simple" xlink:href="https://games.jmir.org/2026/1/e77173"/><abstract><sec><title>Background</title><p>Serious games are increasingly recognized as effective tools in adolescent mental health interventions, providing engaging platforms for emotional regulation, skill development, and behavioral change. However, the ways in which core theoretical concepts such as transfer, boundary crossing, and models of reality are incorporated into serious game designs are not consistently described in the literature. Clarifying how these concepts are addressed is important for understanding how game-based learning may connect to real-world health care practice.</p></sec><sec><title>Objective</title><p>This systematic review aims to examine how serious games for adolescent health care are designed to support learning and facilitate outcomes. Specifically, it examines how the design incorporates constructs of transfer, boundary crossing, and models of reality, and how these elements are represented across published studies.</p></sec><sec sec-type="methods"><title>Methods</title><p>We conducted a systematic search across 5 databases (PubMed, Scopus, ERIC, PsycINFO, and EMBASE) covering publications up to 2023. Studies were included if they involved serious games targeting adolescents with behavioral or developmental health concerns. Titles and abstracts were screened independently by 2 reviewers, with disagreements resolved by a third party. A qualitative analytical framework was applied to identify elements of design, with a particular focus on transfer, boundary crossing, and models of reality.</p></sec><sec sec-type="results"><title>Results</title><p>Thirty-three studies met the inclusion criteria. Figural transfer was identified in 24 studies, while literal transfer was identified in 10 studies. Among boundary-crossing mechanisms, reflection occurred most frequently (22 studies), whereas transformation was observed in 3 studies. Causal and procedural models of reality were most commonly identified as primary model types, whereas relational and structural models were more often reported as secondary. Explicit design rationales were infrequently reported across studies.</p></sec><sec sec-type="conclusions"><title>Conclusions</title><p>This review demonstrates that serious games for adolescent mental health most frequently emphasize reflective and representational forms of learning. Across the reviewed studies, theoretical constructs related to transfer, boundary crossing, and models of reality were often implicitly embedded rather than explicitly articulated. The proposed analytical framework offers a structured approach for analyzing these design characteristics and may support designers, researchers, and health care professionals in more explicitly aligning design choices with intended learning mechanisms and real-world applications.</p></sec></abstract><kwd-group><kwd>serious games</kwd><kwd>serious gaming</kwd><kwd>adolescent mental health</kwd><kwd>learning transfer</kwd><kwd>boundary crossing</kwd><kwd>model of reality</kwd><kwd>design rationale</kwd><kwd>game-based learning</kwd><kwd>health care innovation</kwd></kwd-group></article-meta></front><body><sec id="s1" sec-type="intro"><title>Introduction</title><sec id="s1-1"><title>Context and Rationale</title><p>Playing video games is an integral part of adolescent culture, serving not only as entertainment but also as a platform for skill development and identity exploration [<xref ref-type="bibr" rid="ref1">1</xref>]. For adolescents with behavioral or developmental needs, gaming provides structured environments to practice competencies that support personal and social growth. Therapeutic games can enhance emotional regulation, problem-solving, and executive function, making them valuable for interventions addressing these challenges [<xref ref-type="bibr" rid="ref2">2</xref>]. Health care professionals increasingly explore how these skills can be applied in therapeutic contexts, particularly through digital interventions that expand access to psychological support [<xref ref-type="bibr" rid="ref3">3</xref>]. However, further research is needed to understand how in-game learning effectively transfers to real-world applications and how game design supports this process.</p><p>A growing body of research examines the role of serious games in mental health interventions. Systematic reviews and meta-analyses have shown their effectiveness in addressing anxiety [<xref ref-type="bibr" rid="ref4">4</xref>], depression [<xref ref-type="bibr" rid="ref5">5</xref>,<xref ref-type="bibr" rid="ref6">6</xref>], emotional regulation [<xref ref-type="bibr" rid="ref7">7</xref>], and broader psychological well-being [<xref ref-type="bibr" rid="ref8">8</xref>,<xref ref-type="bibr" rid="ref9">9</xref>]. Serious games targeting adolescents show particular promise for fostering engagement and skill development among populations who may resist traditional forms of therapy [<xref ref-type="bibr" rid="ref10">10</xref>]. Yet, existing reviews primarily evaluate outcomes rather than examining how their design rationale enables learning and behavioral change. Recent work has begun to highlight the need for design-focused evaluation frameworks in serious gaming interventions [<xref ref-type="bibr" rid="ref11">11</xref>], including the integration of psychological, motivational, and contextual design principles [<xref ref-type="bibr" rid="ref12">12</xref>]. Understanding these mechanisms is critical for developing scalable, evidence-based interventions that integrate meaningfully into health care practice.</p></sec><sec id="s1-2"><title>Health Care and Serious Gaming</title><p>Adolescents with behavioral or developmental challenges often engage deeply with video games, offering both opportunities for therapeutic skill development and challenges for implementation in health care contexts [<xref ref-type="bibr" rid="ref13">13</xref>]. Many abilities cultivated through gameplay, such as executive functioning, emotional regulation, and social communication, align closely with health care objectives [<xref ref-type="bibr" rid="ref14">14</xref>]. Serious games, distinct from entertainment games, are intentionally designed with educational or therapeutic intent to foster learning and behavioral change through structured feedback and interaction [<xref ref-type="bibr" rid="ref15">15</xref>].</p><p>For adolescents experiencing anxiety, social stress, or executive dysfunction, game environments provide opportunities for cognitive rehearsal and emotional self-regulation [<xref ref-type="bibr" rid="ref16">16</xref>]. The structured and controllable nature of gameplay can reduce stress and facilitate gradual exposure, particularly among individuals with autism spectrum disorder [<xref ref-type="bibr" rid="ref17">17</xref>]. Integrating biofeedback features, such as heart rate monitoring, further enhances awareness of physiological states and supports self-management [<xref ref-type="bibr" rid="ref3">3</xref>]. Multiplayer and cooperative formats extend the therapeutic potential by promoting communication and collaboration, aligning with broader educational and clinical goals [<xref ref-type="bibr" rid="ref18">18</xref>].</p><p>From a motivational perspective, serious gaming, or the process of applying game-based interaction in structured interventions, benefits from self-determination theory, emphasizing autonomy, competence, and relatedness [<xref ref-type="bibr" rid="ref19">19</xref>]. Well-designed games can support all 3 dimensions, fostering intrinsic motivation and engagement. Because players differ in what motivates them, adaptable and inclusive designs are essential [<xref ref-type="bibr" rid="ref20">20</xref>]. Despite growing evidence for their value, the integration of serious games into health care remains limited. Participatory design, involving adolescents, caregivers, and clinicians, can enhance contextual relevance and therapeutic alignment [<xref ref-type="bibr" rid="ref21">21</xref>]. In this sense, serious games can function as mediating tools that connect education, therapy, and everyday life, establishing conditions for what boundary-crossing theory [<xref ref-type="bibr" rid="ref22">22</xref>] describes as transitions between distinct domains of practice.</p></sec><sec id="s1-3"><title>Boundary Crossing and Learning Mechanisms</title><p>Serious games designed for therapeutic or educational purposes often simulate or abstract real-world challenges to foster learning and behavioral change [<xref ref-type="bibr" rid="ref23">23</xref>]. Understanding how these games enable the application of skills beyond gameplay remains complex [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref25">25</xref>]. Drawing on model-based reasoning, effective learning occurs when interactive representations balance abstraction with real-world fidelity, enabling players to engage in both conceptual exploration and situated practice [<xref ref-type="bibr" rid="ref26">26</xref>,<xref ref-type="bibr" rid="ref27">27</xref>]. Within this context, serious games can act as boundary objects or artifacts that mediate between distinct domains such as health care, education, and daily life [<xref ref-type="bibr" rid="ref28">28</xref>].</p><p>Boundary crossing theory helps explain how serious games facilitate transitions between these domains. Akkerman and Bakker [<xref ref-type="bibr" rid="ref22">22</xref>] identify 4 mechanisms of boundary crossing: identification, coordination, reflection, and transformation, which enable knowledge movement across contexts. In serious games, these mechanisms appear when players assume new roles, collaborate across disciplines, or reflect on in-game experiences to link them with real-world contexts [<xref ref-type="bibr" rid="ref29">29</xref>]. Through these processes, players act as boundary crossers, integrating insights, perspectives, and strategies from simulated environments into their personal or professional realities.</p><p>Designing for boundary crossing requires balancing structure and flexibility. Overly standardized mechanics can constrain learning, while excessive abstraction risks disconnecting gameplay from therapeutic goals. Scaffolding methods, such as reflective dialogue, adaptive feedback, and structured debriefing, can strengthen the link between play and practice [<xref ref-type="bibr" rid="ref30">30</xref>,<xref ref-type="bibr" rid="ref31">31</xref>]. When aligned with health care objectives, serious games can thus serve as both learning tools and vehicles for systemic integration [<xref ref-type="bibr" rid="ref32">32</xref>].</p></sec><sec id="s1-4"><title>Transfer and Model of Reality</title><p>The ability to apply knowledge and skills from one context to another is central to the educational and therapeutic values of serious games [<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref34">34</xref>]. In health care, successful transfer determines whether insights gained during gameplay lead to meaningful behavioral or cognitive changes in real-world settings [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref36">36</xref>]. Two complementary types of transfer are often distinguished: literal transfer, which involves the direct application of learned skills in similar contexts, and figural transfer, which requires abstraction and adaptation to new or unfamiliar situations [<xref ref-type="bibr" rid="ref33">33</xref>]. While literal transfer supports practice through realism, figural transfer fosters generalizable learning and adaptability [<xref ref-type="bibr" rid="ref34">34</xref>].</p><p>Boundary crossing and transfer are interdependent. Mechanisms such as reflection and coordination provide the cognitive scaffolding that allows experiences within a game to extend beyond its boundaries. Thus, serious games do not merely teach within a virtual system but prepare players to act beyond it.</p><p>The model of reality represented in a game further defines how transfer occurs. Each serious game embodies a representational model, causal, relational, procedural, or structural, that shapes how aspects of the real world are simplified or transformed during play. As research by Wenzler [<xref ref-type="bibr" rid="ref37">37</xref>] notes, these models mediate the relationship between simulated and actual experiences, influencing both fidelity and interpretive depth. Complementing this, the Bogost [<xref ref-type="bibr" rid="ref38">38</xref>] concept of procedural rhetoric highlights how the logic of rules and mechanics communicates meaning, shaping how players understand complex systems. Together, these frameworks explain how serious games model reality in ways that make transfer possible and meaningful.</p><p>For adolescents, such design choices are crucial. Games provide safe environments for exploring identity, practicing regulation, and testing social behaviors [<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref40">40</xref>]. By combining representational fidelity with reflective abstraction, serious games can translate in-game learning into durable real-world competencies [<xref ref-type="bibr" rid="ref41">41</xref>].</p></sec><sec id="s1-5"><title>Aim and Research Questions</title><p>This systematic review examines how serious games in health care incorporate the constructs of transfer, boundary crossing, and models of reality within their design rationale and implementation. Unlike prior reviews that focus on outcomes, this study analyzes the conceptual coherence of design approaches, identifying how theoretical frameworks inform game development and affect the connection between simulated and real-world practice.</p><p>The study aims to clarify how design choices facilitate learning transfer, enable boundary-crossing conditions across educational and clinical domains, and represent reality through varying degrees of abstraction and fidelity.</p><p>We proposed the following research questions for this study:</p><list list-type="bullet"><list-item><p>RQ1: To what extent do publications on serious games in health care incorporate design elements related to learning transfer, boundary crossing, and models of reality?</p></list-item><list-item><p>RQ2: How are these 3 constructs conceptualized and operationalized within the design and development of serious games for health care?</p></list-item><list-item><p>RQ3: What conceptual or methodological gaps remain in current design rationales, and how might addressing them strengthen the translational potential of serious games in health care?</p></list-item></list></sec></sec><sec id="s2" sec-type="methods"><title>Methods</title><p>This systematic review followed the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 [<xref ref-type="bibr" rid="ref42">42</xref>] guidelines to ensure transparency and reproducibility (<xref ref-type="supplementary-material" rid="app3">Checklist 1</xref>). The review was not registered beforehand. The study focused on identifying serious game artifacts explicitly used in adolescent health care relationships. These artifacts were defined as intentionally designed games aimed at supporting learning or behavioral change rather than entertainment or measurement tools.</p><p>Five databases (PubMed, Scopus, ERIC, PsycINFO, and EMBASE) were searched for potentially relevant studies. The databases were selected for their combined coverage of health, psychology, and social sciences. Search strategies were developed in consultation with an information specialist and refined through several trial searches to improve precision and comprehensiveness (see <xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref> for search keys). Searches included papers published from database inception until October 2023 and were conducted between April 3 and May 21, 2023.</p><p>The search strategy was built around 4 intersecting conceptual domains to ensure relevant publications: (1) the health care domain, including games addressing therapeutic, preventive, or educational objectives; (2) the serious game domain, which included artifacts designed with explicit learning intent; (3) the problem domain, referring to behavioral, emotional, or developmental challenges; and (4) the target audience domain, referring to adolescents in health-related contexts. Only studies located within the overlap of all 4 domains were included. This approach yielded 3997 records, which were reduced to 2296 after duplicate removal. The broader search and the choice in strategy to try to find these artifacts were intentional. As a framework for evaluating the design rationale of serious games does not yet exist, we expected any data to be implicit.</p><p>To systematically evaluate design rationale and learning mechanisms, a structured framework was applied as follows. Artifact identification, which identifies the serious game, its name, and targeted skills or competencies [<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref44">44</xref>]; Objective, which identifies the intent of the artifact by describing the desired learning process; Boundary crossing, which assesses how the game functions as a boundary object, supporting learning mechanisms&#x2019; identification, coordination, reflection, or transformation [<xref ref-type="bibr" rid="ref29">29</xref>]; Transfer, which evaluates how learning extends from game to reality, distinguishing between literal and figural transfer [<xref ref-type="bibr" rid="ref33">33</xref>]; and Model of reality, which categorizes how the game represents real-world systems through 4 types: causal, relational, procedural, and structural models.</p><p>To ensure consistency and reliability, the framework was pilot-tested on a subset of 5 randomly selected studies before full application. Both reviewers applied the criteria independently, after which definitions were refined through consensus.</p><p>For coding consistency, categories were defined as follows. Literal transfer refers to games that replicate real-world tasks or environments, enabling direct practice of target behaviors. Figural transfer refers to games using symbolic or metaphorical representations that require players to generalize learning beyond the game. Boundary-crossing mechanisms were coded according to Akkerman and Bakker&#x2019;s [<xref ref-type="bibr" rid="ref22">22</xref>] framework: identification (recognizing new roles or perspectives), coordination (managing interactions across tasks or roles), reflection (linking in-game experiences to real-world contexts), and transformation (applying learning across contexts in ways that alter practice). Models of reality were categorized as causal (cause-effect logic), procedural (stepwise processes or rules), relational (social or interpersonal dynamics), or structural (conceptual or systemic relationships).</p></sec><sec id="s3" sec-type="results"><title>Results</title><sec id="s3-1"><title>Screening Process</title><p>Two reviewers independently screened the 2296 titles and abstracts using Rayyan (Qatar Computing Research Institute). Studies were excluded if they focused on simulation for data modeling, used games only as measurement tools (eg, eye-tracking or motor-tracking), and lacked peer review or methodological detail. Studies were included when they addressed a health care&#x2013;related challenge affecting adolescents&#x2019; social, emotional, cognitive, or developmental functioning and used a serious game as an active learning or therapeutic tool. Because many included populations do not share a single diagnostic label, both health care and the target audience were interpreted more broadly. Disagreements were resolved through a structured consensus process and by including a third reviewer.</p><p>Following this stage, 47 papers were reviewed in full, resulting in 33 included studies. An overview of the key characteristics of the 33 included studies is provided in <xref ref-type="table" rid="table1">Table 1</xref> (see <xref ref-type="table" rid="table2">Table 2</xref> for the coding table). The excluded papers comprised 9 conference abstracts without accompanying full papers, 2 unavailable manuscripts, 2 available only in French, and 2 publications about the same artifact and context. A PRISMA 2020 flow diagram (<xref ref-type="fig" rid="figure1">Figure 1</xref>) summarizes the study selection process from 3997 initial records to 33 included studies.</p><table-wrap id="t1" position="float"><label>Table 1.</label><caption><p>Characteristics of the included studies (N=33)<italic>.</italic></p></caption><table id="table1" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Author and year</td><td align="left" valign="bottom">Title</td><td align="left" valign="bottom">Population (n; age range, y)</td><td align="left" valign="bottom">Study design</td><td align="left" valign="bottom">Health domain</td><td align="left" valign="bottom">Context</td></tr></thead><tbody><tr><td align="left" valign="top">David et al (2022) [<xref ref-type="bibr" rid="ref18">18</xref>]</td><td align="left" valign="top">Do improvements in therapeutic game-based skills transfer to real-life improvements in children&#x2019;s emotion-regulation abilities and mental health?</td><td align="left" valign="top">Children and adolescents (48; 10&#x2010;16 y)</td><td align="left" valign="top">Feasibility/pilot study (secondary analysis of RCT<sup><xref ref-type="table-fn" rid="table1fn1">a</xref></sup> data)</td><td align="left" valign="top">Emotion regulation, resilience, and mental health</td><td align="left" valign="top">Digital game intervention in clinical/therapeutic context</td></tr><tr><td align="left" valign="top">Zhang et al (2018) [<xref ref-type="bibr" rid="ref45">45</xref>]</td><td align="left" valign="top">Understanding performance and verbal-communication of children with ASD in a collaborative virtual environment</td><td align="left" valign="top">Children with ASD<sup><xref ref-type="table-fn" rid="table1fn2">b</xref></sup> and typically developing peers (28; NR<sup><xref ref-type="table-fn" rid="table1fn3">c</xref></sup>)</td><td align="left" valign="top">Feasibility/pilot study</td><td align="left" valign="top">Social communication in ASD</td><td align="left" valign="top">Collaborative virtual environment/lab</td></tr><tr><td align="left" valign="top">Bossavit and Parsons (2018) [<xref ref-type="bibr" rid="ref46">46</xref>]</td><td align="left" valign="top">Outcomes for design and learning when teenagers with autism codesign a serious game: a pilot study</td><td align="left" valign="top">Teenagers with ASD (6; 11&#x2010;15 y)</td><td align="left" valign="top">Feasibility/pilot study (participatory co-design)</td><td align="left" valign="top">Teamwork, social interaction, and learning design</td><td align="left" valign="top">School/co-design setting</td></tr><tr><td align="left" valign="top">Beach and Wendt (2015) [<xref ref-type="bibr" rid="ref47">47</xref>]</td><td align="left" valign="top">Social interaction development through immersive virtual environments</td><td align="left" valign="top">Adolescents with high-functioning ASD (2; 15&#x2010;18 y)</td><td align="left" valign="top">Qualitative pilot case study</td><td align="left" valign="top">Social interaction development</td><td align="left" valign="top">Immersive VR<sup><xref ref-type="table-fn" rid="table1fn4">d</xref></sup>/educational context</td></tr><tr><td align="left" valign="top">Wang and Xing (2022) [<xref ref-type="bibr" rid="ref48">48</xref>]</td><td align="left" valign="top">Supporting youth with autism learning social competence: a comparison of game- and nongame-based activities in 3D virtual world</td><td align="left" valign="top">Adolescents with ASD (11; NR)</td><td align="left" valign="top">Comparative study</td><td align="left" valign="top">Social competence</td><td align="left" valign="top">3D virtual world/educational setting</td></tr><tr><td align="left" valign="top">Ke and Moon (2018) [<xref ref-type="bibr" rid="ref49">49</xref>]</td><td align="left" valign="top">Virtual collaborative gaming as social skills training for high-functioning autistic children</td><td align="left" valign="top">Children with high-functioning ASD (8; 10&#x2010;14 y)</td><td align="left" valign="top">Mixed method multiple case study</td><td align="left" valign="top">Social skills training</td><td align="left" valign="top">Virtual playground/online environment</td></tr><tr><td align="left" valign="top">Kee et al (2022) [<xref ref-type="bibr" rid="ref50">50</xref>]</td><td align="left" valign="top">Virtual reality-based social skills training for children with autism spectrum disorder</td><td align="left" valign="top">Children with ASD (7; 10&#x2010;14 y)</td><td align="left" valign="top">Single-case intervention study</td><td align="left" valign="top">Social communication skills</td><td align="left" valign="top">Desktop VR/clinical or educational context</td></tr><tr><td align="left" valign="top">Johnson et al (2022) [<xref ref-type="bibr" rid="ref51">51</xref>]</td><td align="left" valign="top">Charisma&#x2122; virtual social training: a digital health platform and protocol</td><td align="left" valign="top">Children and adolescents with social difficulties (67; 9&#x2010;17 y)</td><td align="left" valign="top">Feasibility/pilot intervention study</td><td align="left" valign="top">Social coaching and social cognition</td><td align="left" valign="top">Remote/hybrid digital health settings</td></tr><tr><td align="left" valign="top">Atherton and Cross (2021) [<xref ref-type="bibr" rid="ref52">52</xref>]</td><td align="left" valign="top">The use of analog and digital games for autism interventions</td><td align="left" valign="top">Autistic individuals across reviewed studies (NR; NR)</td><td align="left" valign="top">Scoping review</td><td align="left" valign="top">Cognitive and social skills in ASD</td><td align="left" valign="top">Mixed analog/digital intervention contexts</td></tr><tr><td align="left" valign="top">Thomsen and Adjorlu (2021) [<xref ref-type="bibr" rid="ref53">53</xref>]</td><td align="left" valign="top">A collaborative virtual reality supermarket training application to teach shopping skills to young individuals with autism spectrum disorder</td><td align="left" valign="top">Adolescents with ASD (8; NR)</td><td align="left" valign="top">Feasibility/pilot study</td><td align="left" valign="top">Daily living skills (shopping and money management)</td><td align="left" valign="top">Collaborative VR supermarket environment</td></tr><tr><td align="left" valign="top">Vallefuoco et al (2022) [<xref ref-type="bibr" rid="ref54">54</xref>]</td><td align="left" valign="top">Design of a serious game for enhancing money use in teens with autism spectrum disorder</td><td align="left" valign="top">Target group: adolescents with ASD (NR; 13&#x2010;19 y)</td><td align="left" valign="top">Design and development study</td><td align="left" valign="top">Money use and financial literacy</td><td align="left" valign="top">3D digital game, likely school/therapy linked</td></tr><tr><td align="left" valign="top">Caria et al (2018) [<xref ref-type="bibr" rid="ref55">55</xref>]</td><td align="left" valign="top">The design of web games for helping young high-functioning autistics in learning how to manage money</td><td align="left" valign="top">Adolescents and young adults with high-functioning ASD (6; NR)</td><td align="left" valign="top">Design and usability study</td><td align="left" valign="top">Practical money management</td><td align="left" valign="top">Web-based games in educational context</td></tr><tr><td align="left" valign="top">Ringland et al (2017) [<xref ref-type="bibr" rid="ref56">56</xref>]</td><td align="left" valign="top">Making in Minecraft: a means of self-expression for youth with autism</td><td align="left" valign="top">Autistic children and youth in an online community (NR; NR)</td><td align="left" valign="top">Qualitative ethnographic study</td><td align="left" valign="top">Self-expression, creativity, and participation</td><td align="left" valign="top">Minecraft-based online/club settings</td></tr><tr><td align="left" valign="top">Kandalaft et al (2013) [<xref ref-type="bibr" rid="ref57">57</xref>]</td><td align="left" valign="top">Virtual reality social cognition training for young adults with high-functioning autism</td><td align="left" valign="top">Young adults with high-functioning ASD (8; 18&#x2010;26 y)</td><td align="left" valign="top">Intervention study (pre&#x2013;post with follow-up)</td><td align="left" valign="top">Social cognition</td><td align="left" valign="top">VR lab/clinical research settings</td></tr><tr><td align="left" valign="top">Stichter et al (2014) [<xref ref-type="bibr" rid="ref58">58</xref>]</td><td align="left" valign="top">iSocial: delivering the social competence intervention for adolescents (SCI-A) in a 3D virtual learning environment for youth with high functioning autism</td><td align="left" valign="top">Adolescents with high-functioning ASD (NR; 12&#x2010;17 y)</td><td align="left" valign="top">Intervention study (pre&#x2013;post)</td><td align="left" valign="top">Social competence</td><td align="left" valign="top">Virtual learning environment</td></tr><tr><td align="left" valign="top">Lahiri et al (2011) [<xref ref-type="bibr" rid="ref59">59</xref>]</td><td align="left" valign="top">Design of a virtual reality based adaptive response technology for children with autism spectrum disorder</td><td align="left" valign="top">Adolescents with ASD (6; NR)</td><td align="left" valign="top">Design and usability study</td><td align="left" valign="top">Social communication/response to social cues</td><td align="left" valign="top">VR-based system in lab/clinical settings</td></tr><tr><td align="left" valign="top">Grynszpan et al (2007) [<xref ref-type="bibr" rid="ref60">60</xref>]</td><td align="left" valign="top">Exploring the influence of task assignment and output modalities on computerized training for autism</td><td align="left" valign="top">Children with ASD and typically developing peers (NR; NR)</td><td align="left" valign="top">Experimental training study</td><td align="left" valign="top">Executive functions and communication</td><td align="left" valign="top">Computer-based training environment</td></tr><tr><td align="left" valign="top">Garc&#x00ED;a-Redondo et al (2019) [<xref ref-type="bibr" rid="ref61">61</xref>]</td><td align="left" valign="top">Serious games and their effect improving attention in students with learning disabilities</td><td align="left" valign="top">Students with learning disabilities (NR; primary school age)</td><td align="left" valign="top">Intervention study</td><td align="left" valign="top">Attention and executive functioning</td><td align="left" valign="top">School-based game use</td></tr><tr><td align="left" valign="top">Kerns et al (2017) [<xref ref-type="bibr" rid="ref62">62</xref>]</td><td align="left" valign="top">Attention and working memory training: a feasibility study in children with neurodevelopmental disorders</td><td align="left" valign="top">Children with neurodevelopmental disorders (NR; 6&#x2010;13 y)</td><td align="left" valign="top">Feasibility/pilot study</td><td align="left" valign="top">Attention and working memory</td><td align="left" valign="top">Educational/clinical training context</td></tr><tr><td align="left" valign="top">Ghanouni et al (2020) [<xref ref-type="bibr" rid="ref63">63</xref>]</td><td align="left" valign="top">Design elements during development of videogame programs for children with autism spectrum disorder: Stakeholders&#x2019; viewpoints</td><td align="left" valign="top">Stakeholders incl. youth with ASD (26; youth 13&#x2010;17 y)</td><td align="left" valign="top">Qualitative study</td><td align="left" valign="top">Design elements for ASD game interventions</td><td align="left" valign="top">Stakeholder workshops/design sessions</td></tr><tr><td align="left" valign="top">Dovis et al (2015) [<xref ref-type="bibr" rid="ref64">64</xref>]</td><td align="left" valign="top">Improving executive functioning in children with ADHD: training multiple executive functions within the context of a computer game. a randomized double-blind placebo controlled trial</td><td align="left" valign="top">Children with ADHD<sup><xref ref-type="table-fn" rid="table1fn5">e</xref></sup> (89; 8&#x2010;12 y)</td><td align="left" valign="top">RCT</td><td align="left" valign="top">Executive functioning</td><td align="left" valign="top">Home/clinical digital training</td></tr><tr><td align="left" valign="top">Lahiri et al (2011) [<xref ref-type="bibr" rid="ref65">65</xref>]</td><td align="left" valign="top">Design of a gaze-sensitive virtual social interactive system for children with autism.</td><td align="left" valign="top">Adolescents with ASD (6; NR)</td><td align="left" valign="top">Design and usability study</td><td align="left" valign="top">Social gaze and social communication</td><td align="left" valign="top">VR system in lab/clinical context</td></tr><tr><td align="left" valign="top">MacCormack and Freeman (2019) [<xref ref-type="bibr" rid="ref66">66</xref>]</td><td align="left" valign="top">Part 2: the virtual environment social program for youths with autism spectrum disorder</td><td align="left" valign="top">Children with ASD (4; 11&#x2010;13 y)</td><td align="left" valign="top">Feasibility/pilot intervention study</td><td align="left" valign="top">Social competence and play therapy</td><td align="left" valign="top">Clinic/community-based virtual program</td></tr><tr><td align="left" valign="top">Wang et al (2017) [<xref ref-type="bibr" rid="ref67">67</xref>]</td><td align="left" valign="top">Fostering verbal and non-verbal social interactions in a 3D collaborative virtual learning environment: a case study of youth with autism spectrum disorders learning social competence in iSocial</td><td align="left" valign="top">Youth with ASD (11; NR)</td><td align="left" valign="top">Exploratory case study</td><td align="left" valign="top">Verbal and nonverbal social interaction</td><td align="left" valign="top">3D collaborative virtual learning environment</td></tr><tr><td align="left" valign="top">Lerman et al (2017) [<xref ref-type="bibr" rid="ref68">68</xref>]</td><td align="left" valign="top">A clinic-based assessment for evaluating job-related social skills in adolescents and adults with autism</td><td align="left" valign="top">Adolescents and adults with ASD (8; 16&#x2010;32 y)</td><td align="left" valign="top">Assessment study</td><td align="left" valign="top">Vocational social skills</td><td align="left" valign="top">Clinic-based simulated workplace</td></tr><tr><td align="left" valign="top">Elhaddadi et al (2021) [<xref ref-type="bibr" rid="ref69">69</xref>]</td><td align="left" valign="top">Serious games to teach emotion recognition to children with autism spectrum disorders (ASD)</td><td align="left" valign="top">Children and adolescents with ASD (32; NR)</td><td align="left" valign="top">Intervention study (pre&#x2013;post)</td><td align="left" valign="top">Emotion recognition</td><td align="left" valign="top">Computer-based/school or lab context</td></tr><tr><td align="left" valign="top">Amat et al (2021) [<xref ref-type="bibr" rid="ref70">70</xref>]</td><td align="left" valign="top">Design of an interactive virtual reality system, InViRS, for joint attention practice in autistic children</td><td align="left" valign="top">Children with ASD and typically developing peers (18; NR)</td><td align="left" valign="top">Design and feasibility study</td><td align="left" valign="top">Joint attention practice</td><td align="left" valign="top">VR-based interactive system</td></tr><tr><td align="left" valign="top">Bossenbroek et al (2020) [<xref ref-type="bibr" rid="ref71">71</xref>]</td><td align="left" valign="top">Efficacy of a virtual reality biofeedback game (DEEP) to reduce anxiety and disruptive classroom behavior: single-case study</td><td align="left" valign="top">Adolescents in special secondary education (8; mean&#x2248;15, SD 1.83 y)</td><td align="left" valign="top">Single-case experimental design</td><td align="left" valign="top">Anxiety reduction and emotion regulation</td><td align="left" valign="top">VR biofeedback game in school/clinical context</td></tr><tr><td align="left" valign="top">Kahlon et al (2019) [<xref ref-type="bibr" rid="ref72">72</xref>]</td><td align="left" valign="top">Virtual reality exposure therapy for adolescents with fear of public speaking: a non-randomized feasibility and pilot study</td><td align="left" valign="top">Adolescents with public speaking anxiety (27; 13&#x2010;16 y)</td><td align="left" valign="top">Feasibility/pilot study</td><td align="left" valign="top">Social anxiety/fear of public speaking</td><td align="left" valign="top">VR exposure in clinical settings</td></tr><tr><td align="left" valign="top">Lahiri et al (2015) [<xref ref-type="bibr" rid="ref73">73</xref>]</td><td align="left" valign="top">A physiologically informed virtual reality based social communication system for individuals with autism</td><td align="left" valign="top">Adolescents with ASD and typically developing peers (12; mean&#x2248;15.9, SD 2.15 y)</td><td align="left" valign="top">Usability and proof-of-concept study</td><td align="left" valign="top">Social communication and engagement</td><td align="left" valign="top">VR-based social communication system</td></tr><tr><td align="left" valign="top">Fornasari et al (2013) [<xref ref-type="bibr" rid="ref74">74</xref>]</td><td align="left" valign="top">Navigation and exploration of an urban virtual environment by children with autism spectrum disorder compared to children with typical development</td><td align="left" valign="top">Children with ASD and typically developing peers (32; 7&#x2010;14 y)</td><td align="left" valign="top">Comparative experimental study</td><td align="left" valign="top">Urban navigation and spatial behavior</td><td align="left" valign="top">Virtual urban environment/lab</td></tr><tr><td align="left" valign="top">Ringland (2019) [<xref ref-type="bibr" rid="ref75">75</xref>]</td><td align="left" valign="top">&#x201C;Autsome&#x201D;: fostering an autistic identity in an online Minecraft community for youth with autism</td><td align="left" valign="top">Autistic children and youth in online community (NR; NR)</td><td align="left" valign="top">Qualitative ethnographic study</td><td align="left" valign="top">Autistic identity and social belonging</td><td align="left" valign="top">Online Minecraft community</td></tr><tr><td align="left" valign="top">Finke et al (2018) [<xref ref-type="bibr" rid="ref16">16</xref>]</td><td align="left" valign="top">&#x201C;To be quite honest, if it wasn&#x2019;t for videogames I wouldn&#x2019;t have a social life at all&#x201D;: motivations of young adults with autism spectrum disorder for playing videogames as leisure</td><td align="left" valign="top">Young adults with ASD (10; 18&#x2010;24 y)</td><td align="left" valign="top">Qualitative interview study</td><td align="left" valign="top">Leisure gaming, social life, and identity</td><td align="left" valign="top">Home/leisure gaming contexts</td></tr></tbody></table><table-wrap-foot><fn id="table1fn1"><p><sup>a</sup>RCT: randomized controlled trial.</p></fn><fn id="table1fn2"><p><sup>b</sup>ASD: autism spectrum disorder.</p></fn><fn id="table1fn3"><p><sup>c</sup>NR: not reported.</p></fn><fn id="table1fn4"><p><sup>d</sup>VR: virtual reality.</p></fn><fn id="table1fn5"><p><sup>e</sup>ADHD: attention-deficit/hyperactivity disorder.</p></fn></table-wrap-foot></table-wrap><fig position="float" id="figure1"><label>Figure 1.</label><caption><p>Selection process for review: PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 flow diagram.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="games_v14i1e77173_fig01.png"/></fig><table-wrap id="t2" position="float"><label>Table 2.</label><caption><p>Overview of design characteristics and analytical coding of included studies<italic>.</italic></p></caption><table id="table2" frame="hsides" rules="groups"><thead><tr><td align="left" valign="bottom">Author and year</td><td align="left" valign="bottom">Artifact</td><td align="left" valign="bottom">Objective</td><td align="left" valign="bottom">Learning mechanism</td><td align="left" valign="bottom">Transfer type</td><td align="left" valign="bottom">Model type</td></tr></thead><tbody><tr><td align="char" char="." valign="top">David et al (2022) [<xref ref-type="bibr" rid="ref18">18</xref>]</td><td align="left" valign="top">REThink: emotional regulation and resilience for adolescents</td><td align="left" valign="top">Based on REBT<sup><xref ref-type="table-fn" rid="table2fn1">a</xref></sup>; structured levels for emotion and cognition</td><td align="left" valign="top">Identification and reflection emphasized</td><td align="left" valign="top">Figural transfer. psychological fidelity</td><td align="left" valign="top">Relational, causal: REBT framework modeling emotional-cognitive feedback loops</td></tr><tr><td align="char" char="." valign="top">Zhang et al (2018) [<xref ref-type="bibr" rid="ref45">45</xref>]</td><td align="left" valign="top">CVE<sup><xref ref-type="table-fn" rid="table2fn2">b</xref></sup>: communication and collaboration skills for ASD<sup><xref ref-type="table-fn" rid="table2fn3">c</xref></sup> children</td><td align="left" valign="top">FSM<sup><xref ref-type="table-fn" rid="table2fn4">d</xref></sup>-based; real-time feedback for dynamic collaboration</td><td align="left" valign="top">Identification and coordination mechanisms present</td><td align="left" valign="top">Figural transfer. psychological fidelity via metaphorical social interaction scenarios</td><td align="left" valign="top">Causal, relational: FSM-based system structuring collaboration through cause&#x2013;effect interactions</td></tr><tr><td align="char" char="." valign="top">Bossavit and Parsons (2018) [<xref ref-type="bibr" rid="ref46">46</xref>]</td><td align="left" valign="top">Geography-themed game: teamwork and geography knowledge for ASD adolescents</td><td align="left" valign="top">3T sandwich model; participatory design with tailored interaction modes</td><td align="left" valign="top">Identification and coordination in team-based play</td><td align="left" valign="top">Figural transfer: psychological fidelity with functional teamwork mechanics</td><td align="left" valign="top">Relational, procedural: team-based collaboration modeled through iterative design-feedback cycles</td></tr><tr><td align="char" char="." valign="top">Beach and Wendt (2015) [<xref ref-type="bibr" rid="ref47">47</xref>]</td><td align="left" valign="top">Immersive virtual environment: social interaction training for ASD students</td><td align="left" valign="top">Customized VR<sup><xref ref-type="table-fn" rid="table2fn5">e</xref></sup> scenarios based on social challenges</td><td align="left" valign="top">Identification and reflection mechanisms utilized</td><td align="left" valign="top">Figural transfer: psychological fidelity supporting skills transfer</td><td align="left" valign="top">Procedural, relational: guided VR social sequences replicating real-world interaction flows</td></tr><tr><td align="char" char="." valign="top">Wang and Xing, (2022) [<xref ref-type="bibr" rid="ref48">48</xref>]</td><td align="left" valign="top">3D virtual world game: collaborative social skill training for ASD youth</td><td align="left" valign="top">Scaffolded 3D gameplay; adaptive learning mechanics</td><td align="left" valign="top">Coordination through collaborative gameplay; reflection on interaction patterns</td><td align="left" valign="top">Figural transfer: fidelity via adaptive gameplay scenarios</td><td align="left" valign="top">Causal, relational: behavioral frameworks linking feedback to adaptive social competence</td></tr><tr><td align="char" char="." valign="top">Ke and Moon, (2018) [<xref ref-type="bibr" rid="ref49">49</xref>]</td><td align="left" valign="top">3D virtual playground: competition, role-play, and design for social interaction</td><td align="left" valign="top">Constructed in OpenSimulator; learner-adaptive</td><td align="left" valign="top">Identification via role-play and task adaptation</td><td align="left" valign="top">Figural transfer: physical fidelity to real-world context</td><td align="left" valign="top">Causal, procedural: role-play tasks reinforcing behavior through structured adaptation loops</td></tr><tr><td align="char" char="." valign="top">Ke et al (2022) [<xref ref-type="bibr" rid="ref50">50</xref>]</td><td align="left" valign="top">Desktop VR social skills program: social communication for ASD children</td><td align="left" valign="top">Scenario-based role-play; multimodal feedback</td><td align="left" valign="top">Coordination and reflection through tasks</td><td align="left" valign="top">Figural transfer from simulated to real</td><td align="left" valign="top">Procedural, relational: scenario-based communication tasks following stepwise learning processes</td></tr><tr><td align="char" char="." valign="top">Johnson et al (2022) [<xref ref-type="bibr" rid="ref51">51</xref>]</td><td align="left" valign="top">CHARISMA-VST<sup><xref ref-type="table-fn" rid="table2fn6">f</xref></sup>: low-immersion VR for pediatric social skill training</td><td align="left" valign="top">Strength-based coaching; remote-friendly</td><td align="left" valign="top">Reflection through peer role-play interactions</td><td align="left" valign="top">Figural transfer: psychological fidelity</td><td align="left" valign="top">Relational, causal: peer role-play and coaching systems modeling social cognition and feedback</td></tr><tr><td align="char" char="." valign="top">Atherton and Cross (2021) [<xref ref-type="bibr" rid="ref52">52</xref>]</td><td align="left" valign="top">Gamified interventions: digital and analog games for social and cognitive skills</td><td align="left" valign="top">Behavioral reinforcement; adaptive narratives</td><td align="left" valign="top">Reflection via joint engagement tasks</td><td align="left" valign="top">Figural transfer: blended fidelity with narrative integration</td><td align="left" valign="top">Causal, structural: cognitive-behavioral feedback integrated into narrative skill frameworks</td></tr><tr><td align="char" char="." valign="top">Thomsen and Adjorlu (2021) [<xref ref-type="bibr" rid="ref53">53</xref>]</td><td align="left" valign="top">VR supermarket training: shopping and money management for ASD adolescents</td><td align="left" valign="top">Co-designed with teachers; task-based learning</td><td align="left" valign="top">Coordination and transformation via tasks</td><td align="left" valign="top">Literal transfer: physical and psychological fidelity</td><td align="left" valign="top">Procedural, causal: shopping and money management simulated through task-based learning loops</td></tr><tr><td align="char" char="." valign="top">Vallefuoco et al (2021) [<xref ref-type="bibr" rid="ref54">54</xref>]</td><td align="left" valign="top">&#x20AC;UReka: 3D game for recognizing and handling money</td><td align="left" valign="top">Participatory design with multidisciplinary input; tailored challenges</td><td align="left" valign="top">Identification via realistic tasks; reflection through interactive learning</td><td align="left" valign="top">Literal transfer: psychological fidelity</td><td align="left" valign="top">Procedural, structural: iterative money-handling training structured within financial skill frameworks</td></tr><tr><td align="char" char="." valign="top">Caria et al (2018) [<xref ref-type="bibr" rid="ref55">55</xref>]</td><td align="left" valign="top">Web-based games for practical money management</td><td align="left" valign="top">Iterative co-design process; accessibility focus</td><td align="left" valign="top">Coordination via financial decision-making tasks</td><td align="left" valign="top">Literal transfer: psychological fidelity</td><td align="left" valign="top">Procedural, structural: decision-making tasks organized through educational usability structures</td></tr><tr><td align="char" char="." valign="top">Ringland et al (2017) [<xref ref-type="bibr" rid="ref56">56</xref>]</td><td align="left" valign="top">Minecraft-based activities for creativity and self-expression</td><td align="left" valign="top">Creative focus; adaptive gameplay for needs</td><td align="left" valign="top">Reflection through collaboration and shared space</td><td align="left" valign="top">Figural transfer: psychological fidelity via metaphorical engagement</td><td align="left" valign="top">Relational, structural: maker culture modeling social creativity within conceptual frameworks</td></tr><tr><td align="char" char="." valign="top">Kandalaft et al (2013) [<xref ref-type="bibr" rid="ref57">57</xref>]</td><td align="left" valign="top">VR-SCT<sup><xref ref-type="table-fn" rid="table2fn7">g</xref></sup>: virtual reality-based training for social cognition</td><td align="left" valign="top">Immersive VR; real-life scenario simulation</td><td align="left" valign="top">Reflection on cognition; transformation via practice</td><td align="left" valign="top">Figural transfer: psychological fidelity aligning with real skills</td><td align="left" valign="top">Relational, procedural: VR social cognition training reflecting interpersonal and sequential skill use</td></tr><tr><td align="char" char="." valign="top">Stichter et al (2014) [<xref ref-type="bibr" rid="ref58">58</xref>]</td><td align="left" valign="top">iSocial 3D VLE<sup><xref ref-type="table-fn" rid="table2fn8">h</xref></sup>: social competence training for adolescents</td><td align="left" valign="top">ABA<sup><xref ref-type="table-fn" rid="table2fn9">i</xref></sup> principles in collaborative virtual environments</td><td align="left" valign="top">Coordination and reflection via guided interaction</td><td align="left" valign="top">Figural transfer: psychological and physical fidelity for social skills</td><td align="left" valign="top">Causal, relational: ABA principles linking stimuli and responses within collaborative learning</td></tr><tr><td align="left" valign="top">Lahiri et al (2011) [<xref ref-type="bibr" rid="ref59">59</xref>]</td><td align="left" valign="top">VR system for social communication tasks for ASD children</td><td align="left" valign="top">Real-time eye-gaze monitoring with adaptive tasks</td><td align="left" valign="top">Identification and reflection with social avatars</td><td align="left" valign="top">Figural transfer: psychological fidelity</td><td align="left" valign="top">Causal, procedural: adaptive gaze monitoring creating real-time feedback-based learning sequences</td></tr><tr><td align="char" char="." valign="top">Grynszpan et al (2007) [<xref ref-type="bibr" rid="ref60">60</xref>]</td><td align="left" valign="top">Multimodal games to enhance executive functions in ASD</td><td align="left" valign="top">Multimodal testing; task differentiation by domain</td><td align="left" valign="top">Coordination of spatial and pragmatic skills</td><td align="left" valign="top">Literal transfer: psychological fidelity tailored to user training</td><td align="left" valign="top">Structural, procedural: executive functions structured conceptually and trained through procedural tasks</td></tr><tr><td align="char" char="." valign="top">Garc&#x00ED;a-Redondo et al (2019) [<xref ref-type="bibr" rid="ref61">61</xref>]</td><td align="left" valign="top">Games based on the Gardner multiple intelligences for attention training</td><td align="left" valign="top">Narrative and cognitive reinforcement strategies</td><td align="left" valign="top">Reflection on cognitive strengths and interactive tasks</td><td align="left" valign="top">Figural transfer: psychological fidelity through narratives</td><td align="left" valign="top">Structural, causal: multiple intelligences mapped to causal reinforcement mechanisms for attention</td></tr><tr><td align="char" char="." valign="top">Kerns et al (2017) [<xref ref-type="bibr" rid="ref62">62</xref>]</td><td align="left" valign="top">Caribbean Quest: game-based attention and memory training</td><td align="left" valign="top">Metacognitive strategies integrated with gameplay</td><td align="left" valign="top">Reflection and transformation of cognitive skills</td><td align="left" valign="top">Figural and literal transfer via adaptive training: psychological fidelity</td><td align="left" valign="top">Structural, procedural: cognitive remediation organizing mental functions into adaptive training sequences</td></tr><tr><td align="char" char="." valign="top">Ghanouni et al (2020) [<xref ref-type="bibr" rid="ref63">63</xref>]</td><td align="left" valign="top">Stakeholder-informed videogame programs for ASD</td><td align="left" valign="top">Participatory design with stakeholder feedback</td><td align="left" valign="top">Reflection via user-centered design processes</td><td align="left" valign="top">Figural transfer for adaptable social skills: psychological fidelity</td><td align="left" valign="top">Relational, structural: stakeholder-based co-design modeling social systems within structured frameworks</td></tr><tr><td align="char" char="." valign="top">Dovis et al (2015) [<xref ref-type="bibr" rid="ref64">64</xref>]</td><td align="left" valign="top">Braingame Brian: game targeting multiple executive functions in ADHD<sup><xref ref-type="table-fn" rid="table2fn10">j</xref></sup></td><td align="left" valign="top">Gamified EF<sup><xref ref-type="table-fn" rid="table2fn11">k</xref></sup> training integrating WM<sup><xref ref-type="table-fn" rid="table2fn12">l</xref></sup>, inhibition, and flexibility</td><td align="left" valign="top">Coordination through tasks; reflection on performance</td><td align="left" valign="top">Figural transfer: psychological fidelity</td><td align="left" valign="top">Structural, causal: executive functions integrated into structured cognitive frameworks with feedback</td></tr><tr><td align="left" valign="top">Lahiri et al (2011) [<xref ref-type="bibr" rid="ref65">65</xref>]</td><td align="left" valign="top">VIGART<sup><xref ref-type="table-fn" rid="table2fn13">m</xref></sup>: VR-based system for real-time gaze interaction</td><td align="left" valign="top">Dynamic gaze-based feedback for social communication</td><td align="left" valign="top">Reflection and identification with gaze data</td><td align="left" valign="top">Literal transfer: physical fidelity</td><td align="left" valign="top">Causal, procedural: real-time gaze-based feedback linking attention to behavioral reinforcement</td></tr><tr><td align="char" char="." valign="top">MacCormack and Freeman (2019) [<xref ref-type="bibr" rid="ref66">66</xref>]</td><td align="left" valign="top">Minecraft-based structured/free play for social competence in ASD</td><td align="left" valign="top">Peer mediation, video modeling, and structured play methods</td><td align="left" valign="top">Coordination through mediated interactions</td><td align="left" valign="top">Figural transfer through gameplay scenarios</td><td align="left" valign="top">Relational, procedural: peer mediation and structured play modeling social competence through sequences</td></tr><tr><td align="char" char="." valign="top">Wang et al (2017) [<xref ref-type="bibr" rid="ref67">67</xref>]</td><td align="left" valign="top">iSocial: 3D CVLE<sup><xref ref-type="table-fn" rid="table2fn14">n</xref></sup> for ASD social competence</td><td align="left" valign="top">Narrative-embedded, goal-oriented, peer-supported tasks</td><td align="left" valign="top">Reflection in collaborative 3D environments</td><td align="left" valign="top">Figural transfer for social behaviors: psychological fidelity</td><td align="left" valign="top">Causal, relational. behavioral frameworks reinforcing social interaction in 3D virtual collaboration</td></tr><tr><td align="char" char="." valign="top">Lerman et al (2017) [<xref ref-type="bibr" rid="ref68">68</xref>]</td><td align="left" valign="top">Protocol for job-related social skill assessment in ASD</td><td align="left" valign="top">Simulated workplace tasks for skill assessment</td><td align="left" valign="top">Identification in work-simulated environments</td><td align="left" valign="top">Literal transfer of job-related skills: physical and psychological fidelity</td><td align="left" valign="top">Procedural, causal: simulated workplace tasks reflecting vocational training processes</td></tr><tr><td align="char" char="." valign="top">Elhaddadi et al (2021) [<xref ref-type="bibr" rid="ref69">69</xref>]</td><td align="left" valign="top">Multisensory game for teaching emotion recognition in ASD</td><td align="left" valign="top">Adaptation to cultural context and emotion-based tasks</td><td align="left" valign="top">Reflection through emotion recognition tasks</td><td align="left" valign="top">Literal transfer of emotion skills: psychological fidelity</td><td align="left" valign="top">Causal, structural: emotion recognition modeled through behavioral and cultural task frameworks</td></tr><tr><td align="char" char="." valign="top">Amat et al (2021) [<xref ref-type="bibr" rid="ref70">70</xref>]</td><td align="left" valign="top">VR-based game for gaze sharing and following in ASD</td><td align="left" valign="top">Real-time gaze tracking with adaptive feedback</td><td align="left" valign="top">Coordination through gaze-based interaction</td><td align="left" valign="top">Literal transfer via gaze coordination: physical fidelity</td><td align="left" valign="top">Causal, procedural: gaze-tracking feedback driving joint attention in sequential learning loops</td></tr><tr><td align="char" char="." valign="top">Bossenbroek et al (2020) [<xref ref-type="bibr" rid="ref71">71</xref>]</td><td align="left" valign="top">VR biofeedback game for anxiety and disruptive behavior reduction</td><td align="left" valign="top">Diaphragmatic breathing integrated with biofeedback</td><td align="left" valign="top">Reflection through self-awareness in VR</td><td align="left" valign="top">Figural transfer: psychological fidelity for emotion regulation</td><td align="left" valign="top">Causal, procedural: biofeedback linking physiological regulation to emotional response mechanisms</td></tr><tr><td align="char" char="." valign="top">Kahlon et al (2019) [<xref ref-type="bibr" rid="ref72">72</xref>]</td><td align="left" valign="top">VR exposure therapy simulating public speaking scenarios</td><td align="left" valign="top">Age-appropriate scenarios for exposure therapy</td><td align="left" valign="top">Reflection via structured exposure tasks</td><td align="left" valign="top">Figural transfer in social performance: psychological fidelity</td><td align="left" valign="top">Procedural, causal: exposure therapy modeled through sequential desensitization and behavioral outcomes</td></tr><tr><td align="char" char="." valign="top">Lahiri et al (2015) [<xref ref-type="bibr" rid="ref73">73</xref>]</td><td align="left" valign="top">VR-based system using physiological engagement for social communication</td><td align="left" valign="top">Adaptive response systems using engagement metrics</td><td align="left" valign="top">Reflection and coordination with biofeedback</td><td align="left" valign="top">Figural transfer tied to engagement cues: psychological fidelity</td><td align="left" valign="top">Causal, procedural: physiological feedback loops structuring adaptive engagement tasks</td></tr><tr><td align="char" char="." valign="top">Fornasari et al (2013) [<xref ref-type="bibr" rid="ref74">74</xref>]</td><td align="left" valign="top">Virtual environment simulation for urban navigation</td><td align="left" valign="top">Simplified navigation tasks for ASD; comparative evaluation</td><td align="left" valign="top">Reflection through exploration tasks in VE</td><td align="left" valign="top">Literal transfer of urban navigation skills: physical fidelity</td><td align="left" valign="top">Structural, procedural: simplified urban environments representing spatial systems for navigation practice</td></tr><tr><td align="char" char="." valign="top">Ringland (2019) [<xref ref-type="bibr" rid="ref75">75</xref>]</td><td align="left" valign="top">Minecraft-based online community for fostering autistic identity</td><td align="left" valign="top">Inclusive community promoting identity and safety</td><td align="left" valign="top">Coordination via shared gaming and identity</td><td align="left" valign="top">Figural transfer, psychological fidelity in building resilience</td><td align="left" valign="top">Relational, structural: online community fostering identity within structured digital interaction systems</td></tr><tr><td align="char" char="." valign="top">Finke et al (2018) [<xref ref-type="bibr" rid="ref16">16</xref>]</td><td align="left" valign="top">Videogaming as leisure activity for social and identity development</td><td align="left" valign="top">Leisure gaming to enhance social and communicative skills</td><td align="left" valign="top">Reflection on social experiences in gaming</td><td align="left" valign="top">Figural transfer: psychological fidelity emphasizing engagement</td><td align="left" valign="top">Relational, structural: gaming as social-identity context framed by interactional structures</td></tr></tbody></table><table-wrap-foot><fn id="table2fn1"><p><sup>a</sup>REBT: rational emotive behavior therapy.</p></fn><fn id="table2fn2"><p><sup>b</sup>CVE: collaborative virtual environment.</p></fn><fn id="table2fn3"><p><sup>c</sup>ASD: autism spectrum disorder.</p></fn><fn id="table2fn4"><p><sup>d</sup>FSM: finite state machine.</p></fn><fn id="table2fn5"><p><sup>e</sup>VR: virtual reality.</p></fn><fn id="table2fn6"><p><sup>f</sup>CHARISMA-VST: charisma virtual social training.</p></fn><fn id="table2fn7"><p><sup>g</sup>VR-SCT: virtual reality social cognition training.</p></fn><fn id="table2fn8"><p><sup>h</sup>3D-VLE: 3D virtual learning environment.</p></fn><fn id="table2fn9"><p><sup>i</sup>ABA: applied behavior analysis.</p></fn><fn id="table2fn10"><p><sup>j</sup>ADHD: attention-deficit/hyperactivity disorder.</p></fn><fn id="table2fn11"><p><sup>k</sup>EF: executive functions.</p></fn><fn id="table2fn12"><p><sup>l</sup>WM: working memory.</p></fn><fn id="table2fn13"><p><sup>m</sup>VIGART: virtual interactive gaze-based adaptive response technology.</p></fn><fn id="table2fn14"><p><sup>n</sup>CVLE: collaborative virtual learning environment.</p></fn></table-wrap-foot></table-wrap><p>Inter-rater reliability for the initial round of coding was &#x03BA;=0.55, which reflects moderate agreement (&#x03BA;=0.41&#x2010;0.60) [<xref ref-type="bibr" rid="ref76">76</xref>,<xref ref-type="bibr" rid="ref77">77</xref>]. Moderate agreement is acceptable in qualitative content analyses that require inferential judgment, particularly when coding implicit or theory-driven categories, such as transfer types, boundary-crossing mechanisms, and model typologies. These constructs were often not explicitly described, making some variability in coder interpretation expected.</p></sec><sec id="s3-2"><title>Transfer</title><p>Many games prioritized figural transfer (n=24), using metaphorical or symbolic representations to promote generalizable cognitive and emotional learning. Only 10 studies utilized literal transfer, replicating real-life tasks or environments. Examples include virtual reality supermarket training [<xref ref-type="bibr" rid="ref53">53</xref>], which simulates grocery shopping to teach money management skills; Braingame Brian [<xref ref-type="bibr" rid="ref64">64</xref>], which trains executive functions through structured gameplay; figural approaches, such as DEEP [<xref ref-type="bibr" rid="ref71">71</xref>], which teaches emotional regulation through metaphorical underwater immersion; and iSocial [<xref ref-type="bibr" rid="ref58">58</xref>], which develops social competence using virtual role-play, illustrating a focus on reflective learning rather than direct behavioral replication.</p><p>Despite these efforts, few studies incorporated explicit scaffolding or debriefing mechanisms to reinforce transfer, and longitudinal evaluations were rare. While short-term improvements in executive function and social skills were frequently measured, few studies investigated whether these abilities persisted or generalized beyond the intervention [<xref ref-type="bibr" rid="ref72">72</xref>]. The overall dominance of figural transfer suggests that most games aim to develop reflective and conceptual understanding rather than direct behavioral transformation.</p></sec><sec id="s3-3"><title>Boundary Crossing</title><p>The distribution of learning mechanisms was uneven: reflection appeared in 22 studies, coordination in 13, identification in 9, and transformation in 3. This distribution shows that most games promote self-awareness and perspective taking but rarely enable systemic changes or real-world applications. For instance, Minecraft-based communities [<xref ref-type="bibr" rid="ref78">78</xref>] provided safe spaces for adolescents to explore identity and social belonging, while DEEP [<xref ref-type="bibr" rid="ref71">71</xref>] encouraged users to monitor and regulate emotions. In contrast, CHARISMA-virtual social training [<xref ref-type="bibr" rid="ref51">51</xref>] exemplified stronger coordination and transformation, linking coaching-based gameplay with clinical follow-up and remote engagement. While participatory design processes frequently involved caregivers, therapists, or educators, few studies explicitly articulated a boundary-crossing framework. Consequently, most serious games functioned as standalone interventions, rather than integrated components within health care systems.</p></sec><sec id="s3-4"><title>Models of Reality</title><p>The conceptualization of models of reality varied significantly across the reviewed studies. Based on an analytical typology developed for this review, 4 types were identified: causal (n=12), procedural (n=7), relational (n=9), and structural (n=5). Causal and procedural models were most frequent overall (each appearing 19 times across primary and secondary codings), reflecting a focus on feedback-driven learning and stepwise behavioral training. Relational and structural models typically appeared as secondary logics, emphasizing social interaction and conceptual scaffolding. Common examples include virtual reality exposure therapy [<xref ref-type="bibr" rid="ref72">72</xref>], which applied a causal&#x2013;procedural model to replicate public speaking scenarios, and iSocial [<xref ref-type="bibr" rid="ref58">58</xref>], which integrated relational and structural logics to foster social competence through collaborative virtual environments. In contrast, some games oversimplified real-world complexity, such as urban navigation simulators [<xref ref-type="bibr" rid="ref74">74</xref>], which lacked the unpredictability representative of real-life settings.</p></sec><sec id="s3-5"><title>Alignment Between Model Type and Transfer</title><p>A cross-analysis of model types and transfer forms revealed strong internal alignment between theoretical constructs and design intent. Causal&#x2013;figural (n=9) and relational&#x2013;figural (n=9) pairings dominated, representing enabling configurations that support reflective and metaphorical learning. Conversely, procedural&#x2013;literal (n=4) and structural&#x2013;literal (n=2) combinations were less common but corresponded to direct skill training and conceptual knowledge transfer.</p><p>These results indicate that most games intentionally (or implicitly) align their learning mechanisms with their representational logic: figural models enable reflective and identity-building experiences, while literal designs facilitate direct behavioral rehearsal. The absence of relational&#x2013;literal pairings further underscores that social learning is almost exclusively represented symbolically in adolescent mental health games.</p></sec><sec id="s3-6"><title>Stakeholder Engagement</title><p>Stakeholder engagement was a consistent strength across many studies, ensuring relevance and usability through participatory design. For example, &#x20AC;UReka [<xref ref-type="bibr" rid="ref54">54</xref>], a 3D game for financial literacy, involved multidisciplinary teams in tailoring design challenges, while virtual interactive gaze&#x2013;based adaptive response technology [<xref ref-type="bibr" rid="ref65">65</xref>] used real-time adaptive feedback to improve social communication. However, broader collaboration with policymakers and institutional stakeholders was rare, limiting scalability and integration into health care systems.</p><p>From a design perspective, these 2 forms of engagement can be understood as &#x201C;design in the small&#x201D; and &#x201C;design in the large.&#x201D; The former refers to participation in the artifact-level design (mechanics, interface, and content), whereas the latter concerns the contextual integration of the artifact within health care or educational systems. While most studies effectively address design in the small, few extend their focus to design in the large, leaving questions of implementation, sustainability, and policy alignment unresolved. Future research should therefore emphasize multilevel stakeholder engagement, involving decision-makers and regulatory partners to facilitate scaling from pilot projects to institutionalized practice [<xref ref-type="bibr" rid="ref53">53</xref>].</p></sec><sec id="s3-7"><title>Summary</title><p>This review highlights distinct but interrelated design tendencies: (1) a preference for figural transfer and reflective boundary mechanisms, (2) a predominance of causal&#x2013;procedural and relational&#x2013;structural model clusters, and (3) a strong alignment between representational logic and learning mechanisms. These findings suggest that serious games for adolescent mental health are predominantly designed as reflective learning tools, fostering emotional and cognitive awareness rather than direct behavioral transformation. However, their impact depends less on which configuration is used and more on how deliberately these design choices are made and articulated. When the mechanisms of transfer, boundary crossing, and the model of reality are explicitly aligned within the design process, they can actively enable boundary crossing conditions.</p><p>From a design perspective, this alignment operates across 2 levels: design in the small, focusing on the internal coherence of the artifact (mechanics, narrative, fidelity, and user experience), and design in the large, emphasizing how the artifact interacts with its broader institutional, educational, or clinical context. By making these theoretical dimensions explicit during both levels of design, developers and researchers can create serious games that not only model health care processes but also facilitate real-world transfer and systemic learning.</p></sec></sec><sec id="s4" sec-type="discussion"><title>Discussion</title><sec id="s4-1"><title>Principal Findings</title><p>This review highlights the transformative potential of serious games in health care while identifying key areas for improvement. A major challenge is the need for a coherent design rationale that explicitly integrates transfer, boundary crossing, and models of reality into the process of game development. Without such a foundation, serious games risk remaining isolated interventions rather than scalable tools for systemic change. This risk is reflected in the reviewed studies by the limited occurrence of transformation mechanisms (3/33 studies), the predominance of figural transfer (24/33 studies), and the concentration of stakeholder engagement at the artifact level rather than at the level of institutional implementation. Recent meta-analyses confirm that although serious games show positive effects on engagement and short-term outcomes, long-term validation and theoretical consistency remain limited [<xref ref-type="bibr" rid="ref79">79</xref>].</p></sec><sec id="s4-2"><title>Learning Transfer</title><p>Among the reviewed studies, 24 employed figural transfer and 10 literal transfer, indicating that most serious games rely on symbolic or metaphorical learning rather than direct simulation. Figural transfer supports generalizable emotional and cognitive skills, whereas literal transfer offers task-specific realism. This emphasis on figural approaches suggests a preference for flexibility over precision but also highlights the need for scaffolding and debriefing mechanisms to reinforce learning. Drawing on educational and simulation-based research [<xref ref-type="bibr" rid="ref80">80</xref>,<xref ref-type="bibr" rid="ref81">81</xref>], future designs should integrate structured reflection and adaptive feedback to strengthen transfer beyond gameplay. This finding mirrors recent discussions in digital learning and simulation literature, emphasizing the importance of scaffolding mechanisms for durable learning outcomes [<xref ref-type="bibr" rid="ref82">82</xref>,<xref ref-type="bibr" rid="ref83">83</xref>].</p><p>Patterns in the data also reveal an alignment between transfer type and model typology: games employing causal or relational models tend to favor figural transfer. This finding suggests that representational logic and learning design interact closely, underscoring the importance of explicit design decisions to ensure coherence between game mechanics, learning goals, and therapeutic intent. This alignment is further illustrated by the absence of relational&#x2013;literal pairings and by the concentration of figural transfer within causal and relational primary models (see <xref ref-type="supplementary-material" rid="app2">Multimedia Appendix 2</xref>).</p></sec><sec id="s4-3"><title>Boundary Crossing</title><p>Boundary crossing was frequently observed but unevenly implemented. Reflection appeared in 22 studies, whereas transformation, representing deep cross-context learning, occurred in only 3 studies. Most games promoted perspective taking or self-awareness but stopped short of enabling collaborative learning or system-wide integration. This pattern corresponds with the low frequency of transformation as a boundary-crossing mechanism and suggests that learning is rarely designed to extend beyond the immediate intervention context. According to Akkerman and Bakker [<xref ref-type="bibr" rid="ref29">29</xref>], transformation emerges when learning processes bridge distinct social or professional domains.</p><p>Explicitly defining intended boundary-crossing mechanisms within the design process could help serious games act as boundary objects, facilitating communication among clinicians, educators, and developers. This translational function positions games not only as therapeutic tools but also as mediators that enable shared understanding across sectors of health care.</p></sec><sec id="s4-4"><title>Models of Reality</title><p>Analysis of model types revealed a dominance of causal and procedural frameworks, with relational and structural models often appearing as secondary. These choices reflect a focus on mechanistic and process-oriented representations, supporting procedural learning that may limit the representation of social and ethical complexity when relational or structural models are not explicitly incorporated. This aligns with Bogost&#x2019;s [<xref ref-type="bibr" rid="ref38">38</xref>] notion of procedural rhetoric, where games express meaning through rules and system dynamics rather than narrative content.</p><p>While causal and procedural models effectively convey behavioral and process learning, they risk neglecting the interpersonal dimensions of health care. By contrast, relational and structural models, exemplified in iSocial [<xref ref-type="bibr" rid="ref58">58</xref>] and CHARISMA-virtual social training [<xref ref-type="bibr" rid="ref51">51</xref>], capture the social and contextual aspects of health practice. Integrating these model types can produce games that are both systematically rigorous and socially responsive, mirroring the real-world complexity of health care environments.</p></sec><sec id="s4-5"><title>Stakeholder Engagement and Design Scales</title><p>Stakeholder engagement was a consistent strength but remained concentrated at the artifact level. Across the reviewed studies, participatory involvement most frequently informed game mechanics, content, or usability, while engagement with organizational, policy, or stakeholders was rarely reported. Most studies prioritized design in the small through participatory methods involving therapists, educators, or caregivers, but few extended collaboration to policy, administration, or implementation levels. Expanding engagement to design in the large is essential for ensuring that serious games transition from prototypes to sustainable health care tools [<xref ref-type="bibr" rid="ref84">84</xref>].</p></sec><sec id="s4-6"><title>Synthesis and Implications</title><p>Across studies, serious games for adolescent health care predominantly support reflective and representational learning, emphasizing awareness and regulation rather than long-term behavioral transformation. However, the findings indicate that effectiveness depends less on any single design dimension than on their explicit alignment.</p><p>When transfer mechanisms, boundary-crossing strategies, and model logics are purposefully coordinated, serious games can actively enable boundary-crossing conditions. This allows learning to flow between digital environments, clinical practice, and educational systems. Such alignment strengthens both the internal validity of the game as a learning artifact and its external applicability as a health care intervention.</p><p>Based on the observed design patterns across the reviewed studies, these implications can be understood as a conceptual synthesis rather than a prescriptive model. In practice, this means designing serious games as multilevel systems that bridge theory and implementation, ensuring fidelity, feedback, and learner engagement, embedding cross-professional collaboration and evaluation, and aligning design with institutional and policy frameworks. With this approach, future developers and researchers can create serious games that not only demonstrate short-term efficacy but also achieve sustained, scalable, and clinically relevant impact in health care delivery.</p></sec><sec id="s4-7"><title>Strengths and Limitations</title><p>This review advances serious game research by applying a structured multicriteria framework to examine design rationale, learning transfer, and real-world applicability. By analyzing 33 studies through the lenses of transfer, boundary crossing, and models of reality, this review provides one of the first quantified overviews of how theoretical constructs are applied in serious game design. The inclusion of typological and frequency analyses strengthens methodological transparency and highlights recurring design patterns.</p><p>However, several limitations should be acknowledged. The review is limited to published studies, introducing publication bias toward positive outcomes. While coding followed systematic criteria, some interpretive judgments were necessary to infer implicit design rationales. In addition, full PRISMA 2020 compliance and broader database coverage would enhance reproducibility. Finally, the scarcity of longitudinal studies constrains the understanding of sustained behavioral or cognitive impact. Despite these constraints, this review provides a solid foundation for future work. It shows that making design choices around transfer, boundary mechanisms, and models of reality explicit and aligned can help create more scalable, theoretically grounded health care games.</p></sec><sec id="s4-8"><title>Future Research</title><p>Future research should pursue longitudinal studies to evaluate how learning from serious games endures in real-world health care settings. Establishing standardized methods for assessing transfer, boundary crossing, and models of reality will improve comparability and design validation. Emphasis should be placed on explicit, theory-informed design alignment and interdisciplinary collaboration among developers, clinicians, and researchers. Broader stakeholder engagement, including policymakers, is vital for scaling interventions and integrating serious games into health care systems. These efforts can transform serious games from isolated innovations into sustainable, evidence-based tools that enhance learning, practice, and health care delivery.</p></sec><sec id="s4-9"><title>Conclusions</title><p>Building on these insights, this review demonstrates the transformative potential of serious games in health care, particularly for individuals with developmental and behavioral needs [<xref ref-type="bibr" rid="ref1">1</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]. By fostering skill acquisition, collaboration, and meaningful transfer between digital and real-world contexts, serious games offer promising tools for advancing emotional regulation, cognitive development, and social interaction. However, their scalability and long-term impact remain limited by inconsistently articulated design rationales, which hinder replicability and adaptation across health care settings [<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref35">35</xref>].</p><p>By systematically examining learning transfer, boundary crossing, and models of reality, this review provides an evidence-based framework for understanding how design decisions influence learning outcomes and real-world applicability. The findings highlight that explicit alignment among these constructs supported by participatory co-design and interdisciplinary collaboration is essential for achieving sustainable health care innovation. Broadening stakeholder engagement to include clinicians, caregivers, policymakers, and end users can further strengthen contextual integration and scalability [<xref ref-type="bibr" rid="ref64">64</xref>].</p><p>Future research should focus on developing standardized, theory-informed frameworks [<xref ref-type="bibr" rid="ref33">33</xref>], implementing longitudinal and mixed methods evaluations [<xref ref-type="bibr" rid="ref44">44</xref>], and establishing implementation guidelines that connect design in the small (artifact-level) with design in the large (systemic integration). Through such structured, evidence-based approaches, serious games can evolve from isolated prototypes into validated, scalable instruments that enhance clinical decision-making, therapeutic engagement, and professional development in modern health care. Future work should also focus on validating these design principles across larger datasets and contexts. Comparative and meta-analytic approaches could test how alignment among transfer, boundary crossing, and model typology predicts real-world outcomes, advancing serious game design as an evidence-based methodology in health care.</p></sec><sec id="s4-10"><title>Key Takeaway</title><p>This review shows that serious games in adolescent health care predominantly support reflective and metaphorical learning, while rarely specifying how learning is expected to transfer beyond the game context. Making transfer mechanisms, boundary-crossing strategies, and underlying models of reality explicit during design could improve comparability, validation, and scalability of serious games in health care practice.</p></sec></sec></body><back><ack><p>The authors would like to thank Olga van Dijk from the Hanzehogeschool Groningen (NL), who helped develop the search strategy and provided support during the review process. The authors used generative artificial intelligence tools (eg, Claude and Rayyan) to support language editing and clarity. All content was critically reviewed and revised by the authors.</p></ack><notes><sec><title>Funding</title><p>The authors declared no financial support was received for this work.</p></sec></notes><fn-group><fn fn-type="conflict"><p>None declared.</p></fn></fn-group><glossary><title>Abbreviations</title><def-list><def-item><term id="abb1">PRISMA</term><def><p>Preferred Reporting Items for Systematic Reviews and Meta-Analyses</p></def></def-item></def-list></glossary><ref-list><title>References</title><ref id="ref1"><label>1</label><nlm-citation citation-type="journal"><person-group person-group-type="author"><name name-style="western"><surname>Granic</surname><given-names>I</given-names> </name><name name-style="western"><surname>Lobel</surname><given-names>A</given-names> </name><name name-style="western"><surname>Engels</surname><given-names>R</given-names> </name></person-group><article-title>The benefits of playing video games</article-title><source>Am 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