Abstract
Objective:
Differences in cultural background between health providers and patients can reduce effective access to health services in multicultural settings. Health sciences educators have recently suggested that game-based learning may be effective for cross-cultural care training. This scoping review maps published knowledge on educational games intended to foster cross-cultural care training and highlights the research gaps for future research.
Materials and Methods:
A scoping review searched PubMed, Eric, Embase, Lilacs, PsycINFO, and Google Scholar for theoretical and empirical research, using terms relevant to cross-cultural care and game-based learning. A participatory research framework engaged senior medical students and participatory research experts in conducting and evaluating the review.
Results:
Forty-one documents met the inclusion criteria, all from developed countries. The most common source of publication was nursing and medicine (39%; 16/41) and used the cultural competence approach (44%; 18/41). Around one-half of the publications (51%; 21/41) were theoretical and 39% (16/41) were empirical. Empirical studies most commonly used mixed methods (44%; 7/16), followed by strictly quantitative (31%; 5/16) or qualitative (25%; 4/16) approaches. There were no randomized controlled trials and only one study engaged end-users in the design. Empirical studies most frequently assessed role-play-related games (44%; 7/16) and used game evaluation-related outcomes or learning-related outcomes. None used patient-oriented outcomes. Findings suggest that educational games are an effective and engaging educational intervention for cross-cultural care training.
Conclusions:
The paucity of studies on educational games and cross-cultural care training precludes a systematic review. Future empirical studies should focus on randomized counterfactual designs and patient-related outcomes. We encourage involving end-users in developing content for educational games.
Introduction
Cultural diversity is an asset to societies that can also pose challenges to health care. 1 Without proper training, differences in cultural background between service providers and patients hinder access to health services in multicultural settings. 2 At worst, these differences can lead to confrontation with and discrimination against patients, accentuating racial/ethnic health disparities. 3
The nursing sciences have advanced work on cultural diversity in health sciences education. In the 1960s, Madeleine Leininger, a nurse theorist and anthropologist, noticed the missing relationship between culture and health outcomes in nursing care practice and education. 4 She coined the term culturally congruent care to call attention on the need to reconsolidate emic/indigenous and etic/outsider care phenomena. 5
Later concepts and lexicon included cultural competence, cultural awareness, cultural sensitivity, cultural humility, and cultural safety.6,7 Some inconsistencies and debates continue about the exact meaning, boundaries, and application of each of these terms, and some authors use them interchangeably. 8 There is growing agreement, however, about the need to train medical students to provide care that is congruent with the cultural needs of patients.9,10 The 2015 Standards for Accreditation of Medical Education Programs in Canada 11 calls for cultural competence training and the Royal College of Physicians and Surgeons of Canada will require all residency programs to include cultural safety training in their curricula. 12
Many medical schools include cross-cultural care education, although with variation in the content and teaching approaches. 13 There is no agreement about the most effective way to provide cross-cultural care training for health professionals. 14 Health sciences educators have recently suggested that game-based learning may be effective for cross-cultural care training. 15
Early evidence of games for cross-cultural care education occurred out of the context of health sciences education. Since the 1970s, simulation games such as BaFá BaFá and Barnga 16 allowed players to experience intercultural tensions and thus to foster cross-cultural skills. Yet, contemporary use of educational games for cross-cultural training in health sciences education is not widespread. 16
To the best of our knowledge, no previous literature reviews using systematic methods have explored the evidence on educational games to foster cross-cultural care training. This scoping review maps current knowledge on educational games intended to foster cross-cultural care training and to highlight the research gaps that should be addressed in future research. For the purposes of this review, the term cross-cultural care encompasses cultural competence, cultural awareness, cultural sensitivity, cultural safety, cultural humility, cross-cultural training, and other aligned concepts.
Methods
Our scoping review followed methods proposed by Arksey and O'Malley 17 and Levac et al. 18 to (1) identify the research question; (2) identify relevant studies; (3) select the studies; (4) chart the data; and (5) collate, summarize, and report the results. The review sought to answer the question: what is the extent and nature of the literature on educational games to foster cross-cultural care training of health sciences students? We developed a protocol for this scoping review in advance (available from the authors on request).
Inclusion/exclusion criteria
Our inclusion criteria were as follows: (1) publication theme was health sciences education; (2) publication examined a game-based learning intervention; (3) learning topic was cross-cultural care training (or related terms); and (4) language of publication was English, Spanish, Italian, Portuguese, or French.
There is no standard definition for games 19 ; we followed the categories proposed by the 2006 Horizon Report 20 used in related systematic reviews21,22: role-playing or simulations (strategies to replicate real-life situations); virtual environments (interactive computer-based systems); social and cooperative games (based on social interaction such as board games); and alternative reality games, which blend gameplay and real life. We were especially interested in exploring role-playing and simulations since they often trigger conflictive emotions that favor cross-cultural training.15,23
Search strategy
The search included PubMed, Eric (EBSCO), Embase (OVID), Lilacs, PsycINFO (OVID), and Google Scholar. An experienced health sciences librarian based at McGill University reviewed, modified, and approved the search strategy. Appendix Table A1 shows our search strategy.
The review included research in the fields of medicine, nursing, psychology, social work, occupational therapy, and physical therapy. We included terms of cultural safety, cultural competence, cultural sensitivity, cultural humility, cultural awareness, and cross-cultural medicine. We also included the aligned concepts proposed by Horvat, 14 such as patient-centered care, person-centered care, family-centered care, patient engagement, equitable health care, and patient participation.
We included theoretical and empirical research, published or not, as well as different sources of data, including online databases, references lists, and conferences, as suggested by Arksey and O'Malley 17 and Levac et al. 18
Study selection and data extraction
Using the open-source systematic review web application Rayyan, 24 two independent reviewers (A.M. and D.R.) performed the initial title and abstract screening. These research assistants solved discrepancies by discussion involving a third party (J.P.) in case of no resolution. Subsequently, we retrieved the full-text articles of all the selected references and removed the duplicates using Endnote X8.2.
Two independent reviewers (A.A. and J.P.) performed the final selection of studies using an eligibility format based on the inclusion criteria. We calibrated this format on 10% of the retrieved studies to ensure clarity of inclusion criteria.
The next step involved reviewing and charting the included studies. Charting is a “technique for synthesizing and interpreting qualitative data by sifting, categorizing, and sorting material according to key issues and themes.”(p15) 17 Using Google Sheets, the research team designed the data charting form based on the variables that would answer the research question. This step involved regular meetings to discuss and update the data charting form.
We followed the “descriptive-analytical method,” which involves applying a common analytical framework and collecting standard information on each document. 17 First, two independent reviewers (A.M. and D.R.) calibrated the data of 5% of the studies to determine whether our approach to data extraction was appropriate to answer the research question. Subsequently, the reviewers extracted all data and a third reviewer (J.P.) verified the accuracy of data extraction.
We extracted the following data when available: basic study information (title, year of publication, country, authors, and journal); type of document (journal article, book chapter, book, thesis, conference abstract, or technical report); study type (qualitative, quantitative, mixed-methods, or theoretical); reported study design (observational, experimental, systematic review, comment/reflection, case study, or qualitative descriptive); discipline (medicine, psychology, occupational therapy, physical therapy, nursing, or social work); type of game (e.g., board game, videogame, simulation, and role-play); and basic characteristics of each game.
Synthesis and presentation of results
We present the results of the scoping review following the categories proposed by Grudniewicz et al. 25 : (1) a summary of the characteristics and distribution of included studies and (2) a narrative synthesis and mapping of results. We generated tables to display an overview of the included studies and created a narrative synthesis describing the characteristics of game-based interventions to foster cross-cultural care training. In this article, we followed the PRISMA extension for reporting scoping reviews (PRISMA-ScR). 26
Participatory research
Our participatory research framework 27 engaged knowledge users through all stages of the study. Our team included three senior medical students interested in cross-cultural care training (A.A., D.R., and A.M.) along with four participatory research experts (J.P., A.-M.C., A.C., and N.A.). The stakeholders participated by framing the research question, codesigning the study, collecting and analyzing data, and reporting the results of the study. We held six 2-hour online meetings to discuss each stage of the study. Engaging end-users ensured the research design was aligned with their interests and needs. 28
Results
Publication statistics
The final list of publications included 41 documents (Fig. 1 and Appendix Table A2). The national affiliation of the first author included 24 from the United States, eight from Canada, two from Sweden, and one each from Australia, Finland, Germany, Greece, Israel, Saudi Arabia, and the United Kingdom. Twenty documents were published between 2013 and 2017, eight documents between 2007 and 2012, seven documents between 1998 and 2005, and six documents between 1988 and 1997. All the documents were in English.

Flow diagram of the scoping review.
Table 1 depicts the basic characteristics of included publications. Some 90% (37/41) of the documents were related to cross-cultural care training and the remainder to patient-centered care. Similarly, 44% (18/41) of the documents used the cultural competence approach, while 24% (10/41) used a nonspecific cultural framework.
Characteristics of Included Publications
Most publications (73%; 30/41) were journal articles, followed by conference abstracts, thesis, book chapters, and technical reports. About half of included documents (51%; 21/41) were theoretical publications, and 39% (16/41) were empirical publications. Empirical publications most commonly used mixed methods (44%; 7/16), followed by strictly quantitative (31%; 5/16) or qualitative (25%; 4/16) studies.
We analyzed theoretical and empirical publications separately. We included four additional publications, two literature reviews, and two graduate theses that we report in a separate study-type category because they do not fit into either theoretical or empirical categories.
Regarding the discipline of the first author's affiliation, the majority of the documents came from nursing and medicine (39%; 16/41), followed by business and information technology, public health and health sciences, education, psychology, social work, and management.
Empirical studies
Table 2 shows the characteristics of the 16 published empirical studies. About one-third (31%; 5/16) reported before-and-after designs, while others reported experiments, mixed-methods design, and qualitative descriptive studies (two studies each category). Five studies (31%) included a third time point or follow-up measurement. None of the studies used a randomized controlled trial design and none of them used a multivariate approach to explore potentially confounding variables.
Characteristics of Empirical Publications
Included follow-up assessment.
Game-based learning intervention exclusively.
Included control group.
MANOVA, multivariate analysis of variance; SD, standard deviation.
Four studies (25%) included students from more than one health profession and the others included students from a single health profession. More than one-third of interventions involved nursing students (37%; 6/16), followed by medical students or residents (31%; 5/16), social work students (12%; 2/16), and psychology students (12%; 2/16). Other students included in the studies were paramedic, dental hygiene, community health, divinity, occupational therapy, and physical therapy students.
We found only one publication using a participatory research framework to develop content for a cross-cultural care training intervention. In Mathew's study, 29 a community advisory board that comprised cultural, clinical, and educational experts led the development of the intervention's content.
The most common game type assessed by empirical studies was role-play-related games (44%; 7/16), followed by simulation (five publications), video patient simulation (three publications), and board games (one publication). Six studies (37%) used a game-based learning intervention exclusively, while 10 mixed the game with other interventions, such as theory lectures, in-class discussions, field trips, reading assignments, workshops, and online modules.
Researchers reported a wide range of outcome types. We organized the studies' outcomes in two broad categories. Seven studies used course or game evaluation-related outcomes and seven studies used learning-related outcomes. No studies used patient-oriented outcomes.
All mixed-methods or quantitative methods (12/12) studies used at least one Likert-type questionnaire, alone or combined with another method, to assess the impact of the intervention. One-half of these studies (6/12) reported validation of their instrument.
Researchers used a variety of statistical tests to analyze their data: the most frequent was a paired t-test (three publications), followed by Mann–Whitney U, Kruskal–Wallis, multivariate analysis of variance, Wilcoxon signed-rank, f-adjusted, and Cohen's d tests. None used more complex modeling to account for potential confounding effects. Three studies used content analysis, and one study used thematic analysis.
Of the studies using mixed or quantitative methods (n = 12), the total number of participants was 1300 (mean = 118.2; median = 71; standard deviation = 133.8; range = 9–415). Two-thirds (8/12) of these publications measured the effect before and after the intervention and the remaining measured the effect exclusively after the intervention. Only three empirical studies used a control group (without randomization).
Publications on theory
We identified 21 publications on conceptual or theoretical aspects of cross-cultural care. Ten of these (48%) used the cultural competence approach and seven (33%) used a nonspecific cultural approach. The publications discussed aspects of the games BaFá BaFá, Barnga, Fydlyty, HealthCare DIVERSOPHY, Take a risk? Virtual patient system, Ecotonos, and Multi-player cultural competence serious game, OWARE, MOSHI, Game-Based Cognitive Behavioral Group Therapy, and Breast Care Bingo. We describe the majority of these games in Table 3.
Basic Description of Selected Games
Games mentioned in at least two publications. The rest of the games are mentioned in only one publication.
CCSG, cultural competence serious game; NA, not applicable.
Other publications
We identified four additional publications. Two of these were literature reviews (one systematic and one scoping review) that included two of the studies that we included in this scoping review. The two remaining publications, an MSc thesis and a PhD thesis, described the development of content for a future game-based learning intervention.
Game-based interventions
Several review publications described as many as five games. Selected by reviewer consensus, we included four additional innovative games that might be of interest for researchers and educators. Table 3 describes the dynamics of each game.
Discussion
This is the first review using systematic methods to collate evidence about educational games in cross-cultural care training. No impact assessment used a randomized controlled trial design and none reported patient-orient outcomes. Only one reported engagement of end-users in the design. All publications come from high-income developed countries, possibly prompted by immigration and the consequent increase in cultural diversity of these regions. 10 In developing countries, game-based interventions and research to promote cross-cultural care are much less prominent, indicating a need to advance in this direction.
Educational games to foster cross-cultural care training
The majority of games in our review were role-playing and simulation, emulating cultural conflicts to make the players more aware of their own cultural backgrounds and prejudices. 23 Pyburn suggests that simulation provides learners with a safe environment for practicing cross-cultural situations that may be emotionally charged. 15 Several games used virtual patient simulation systems (e.g., Fydlyty and Virtual Mrs K), an approach that is gaining attention due to its reported effectiveness, appropriateness, and the increasing use of technology in health care sciences education. 30 Our study highlights the advantages of using role-playing and simulation for cross-cultural care training.
Most studies reported a complementary teaching method such as theory lecture or in-class discussion in addition to game-learning to foster cross-cultural care training. This is in line with earlier recommendations that, to be most effective, educational games must be embedded in a multistep program comprising background knowledge on the topic, face-to-face training, and the game itself. 31
Two games, BaFá BaFá and Barnga, accumulated most evidence in health sciences education research. BaFá BaFá was originally developed for creating cultural awareness in the U.S. Navy, while Barnga was developed to reflect on normative assumptions and cross-cultural communication. The games have been used by sectors other than health care and their incorporation into health professional training is recent. 32 Due to their reported effectiveness and availability, these games could be a good starting point for educators interested in exploring this type of training.
Cultural approaches: need for engaging end-users
Cultural competence—sensitizing students or health professionals about another culture—is the most frequent cultural focus of the publications reviewed. Some authors criticized the concept of cultural competence, widespread in the United States, as it deals with beliefs and behaviors of heterogeneous cultural blocks such as African American, Latino, and indigenous patients. Betancourt argued that cultural competence “can lead to stereotyping and oversimplification of culture without respect for its complexity.”(p145) 2
The relatively newly popularized concept of cultural safety is an opportunity to approach complexity of culture in cross-cultural care training. Cultural safety starts with recognition that the patient's ways of knowing have validity; the patient is a partner in the health care decision-making process; and the patient determines whether the approach to care is culturally safe or not. 33 Cultural safety encourages codesign of culturally safe interventions by engaging end-users early in the research process. 34
End-users are better resources in matters of their own cultures and therefore better positioned to know what a cross-cultural care intervention should include. None of the game-based interventions identified in our scoping review used the cultural safety approach, and only one used a participatory framework.
Our participatory research approach helped the medical students involved to deepen their research interests and refine their research skills. The three students who contributed to this review (A.A., D.R., and A.M.) participated in an international conference 35 to share the protocol of the scoping review, and they prepared and submitted the article to a peer-reviewed journal. Earlier scoping reviews have used participatory research to include the perspectives of stakeholders throughout the study, to obtain additional sources of information, and to spearhead end-of-study knowledge translation. 25
Gaps in empirical research
Our review highlights the urgent need for more empirical research on the effectiveness of educational games in training for cross-cultural care, particularly for unbiased counterfactual studies. We found two broad types of outcomes in the studies included in our review: course evaluation outcomes and learning-related outcomes. Experts in cross-cultural care training, however, recommend use of patient-related outcomes to evaluate whether cross-cultural care interventions actually benefit patients. 14
Several authors of the studies included in this review suggested that educational games are effective and engaging in cross-cultural care training. Empirical studies included in the review report only P-values exploring differences between the means of groups of participants, precluding meta-analysis.
Limitations
This study shares common limitations of scoping reviews. We did not assess the quality of empirical publications nor did we do a quantitative data synthesis, both of which are outside the objectives of scoping reviews. 17 Future studies should appraise the quality of publications and perform a synthesis of quantitative data.
One limitation of using Google Scholar is that search results may not be replicable. 36 The value of using this database is, however, that it collects gray literature. 37
The study generated a considerable quantity of data. Since we used a participatory research framework, our analysis focused on the interests and needs of our stakeholders. This approach may have left out some information of interest for other groups of readers. Interested researchers can consult the list of included publications.
We dealt with a large range of study designs, methodologies, and concepts. Although our tables provide transparency in aggregated findings, others concerned with educational games or cross-cultural care training may have taken a different analytical approach. We hope that this study can pave the way for future scoping reviews, and eventually systematic reviews and meta-analyses, exploring the topic.
Conclusion
Educational games for cross-cultural care training are in their infancy. The current state of the literature underlines the need for research in developing countries that lack cross-cultural care training despite traditional health care systems being prominent. Our review encourages exploration of methods that invite patients and end-users to codesign educational games, embracing a cultural safety approach. This will help to avoid oversimplification of culture and ensure that the interventions are better aligned with the patients' expectations and needs. Our review indicates a need for more empirical research to determine the effectiveness and acceptability of educational games for cross-cultural care training. Future studies should include a control group, randomization, and patient-related outcomes.
Our experience using a participatory research approach to conduct this scoping review was positive. Researchers conducting scoping reviews might consider a participatory research framework to improve the impact, appropriateness, and ownership of their research.
Footnotes
Acknowledgments
Germán Zuluaga, Andrés Isaza, Carolina Amaya, Andrés Cañón, and Camilo Correal provided methodological advice on cultural safety and medical education. Genevieve Gore provided advice for conducting the systematic literature search. Cassandra Laurie helped proofread the final version of the article and supported its write-up.
Author Disclosure Statement
No competing financial interests exist.
Funding Information
This study was funded by the CEIBA Foundation (Colombia), the Fonds de recherche du Québec—Santé (Canada), and Building 21 at McGill University. This did not influence the design and execution of the study.
Appendix
Publications Included in This Scoping Review
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