I. Introduction

II. Methods
1. Searching Literature
Table 1
Study | Risk of bias according to JBI Checklist | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | Overall | Weight | |
Kato et al. [45] | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 75% | − |
Meyerhiem et al. [49] | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 100% | + |
Tong et al. [44] | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 75% | − |
Zheng et al. [52] | 1 | 0 | 1 | 1 | 0 | 0 | 1 | 1 | 62.5% | − |
Bernier Carney et al. [48] | 1 | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 75% | − |
2. Inclusion and Exclusion Criteria
3. Quality Assessment of the Studies
4. Screening and Extraction of Literature Characteristics

III. Results
RQ1: Which types of cancer were most frequently mentioned?
RQ2: Which types of games (computer games or mobile games) were more commonly used?
RQ3: How can games assist cancer patients in managing pain?
1. Summary of the Paper Selection Process
2. Quality Assessment Results
![]() | Figure 1Preferred Reporting Items for Systematic Reviews and Meta-Analyses diagram showing the screening process used for the selected papers. WOS: Web of Science, AI: artificial intelligence, JBI: Joanna Briggs Institute. |
Table 2
Study | Risk of bias according to JBI Checklist | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | Overall | Weight | |
Feyzioglu et al. [50] | 1 | 1 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 84.6% | + |
Bellens et al. [43] | 1 | 0 | 1 | 0 | 0 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | 1 | 61.5% | − |
Carrion-Plaza et al. [51] | 0 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 1 | 1 | 1 | 53.8% | − |
Gerling et al. [47] | 0 | 0 | 1 | 0 | 0 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | 1 | 53.8% | − |
Ng et al. [72] | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 | 1 | 0 | 30.7% | x |
Nilsson et al. [46] | 0 | 1 | 1 | 0 | 0 | 1 | 0 | 1 | 1 | 0 | 1 | 1 | 1 | 53.8% | − |
Chai et al. [73] | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 1 | 0 | 30.7% | x |
3. Summary of Included Studies
Table 3
Study, year | Study aim | Cancer type | Digital game type | Study type | Participants characteristics | Study methodology | Pain measurement tool | Results |
---|---|---|---|---|---|---|---|---|
Gerling et al. [47], 2011 | To explore casual game design, focusing on the integration of serious game elements that promote health and well-being. | Pediatric cancer (unspecified childhood cancer type) | Web-based digital game | Interventional study (questionnaire and qualitative interviews) |
n = 23 (17 M, 6 F) Age: 7–19 yr |
Subjects were introduced to the Cytarius game and completed a questionnaire on its usability and their gaming experience. Qualitative interviews were also conducted to gather insights from players, parents, and medical staff regarding their perceptions of the game. | N/A | Digital games can help young patients improve their pain management skills. |
Kato et al. [45], 2006 | To investigate the acceptability of an action video game about cancer as a learning tool for adolescent and young adult cancer patients regarding cancer and self-care during treatment. | Pediatric and adult cancers (acute lymphoblastic leukemia, Hodgkin’s lymphoma, acute myelocytic leukemia, brain tumor, non-Hodgkin’s lymphoma, osteosarcoma and other types of cancer) | Computer-based video game | Observational study (interview) |
n = 43 (26 M, 17 F) Age: 13–25 yr |
Interviews were conducted with subjects regarding a proposed video game animation, and they also completed questionnaires assessing their personality and adaptive style. | N/A | Enhancing the comprehension and self-management skills of adolescent and young adult with cancer patients to control pain. |
Nilsson et al. [46], 2009 | To assess the effects of non-immersive VR on pain and distress in children and adolescents during needle-related procedures in a pediatric oncology unit, along with their feedback on the VR experience. | Pediatric cancer (hematological diseases, leukemia, lymphoma, CNS tumor and another solid tumor) | VR-based game | Interventional study |
n = 42 (24 M, 17 F) Age: 5–18 yr |
The study involved 21 children and adolescents using non-immersive VR in an intervention group and 21 in a control group undergoing venous procedures. Data on pain, distress, heart rate, and observational scores were collected at various stages, along with qualitative interviews after the intervention. | FLACC scale | Reduction in the levels of pain and distress. |
Meyerhiem et al. [49], 2021 | To assess the feasibility of the MyPal ePRO-based digital system for early palliative care in pediatric oncology patients, focusing on enhancing symptom reporting and improving quality of life in children with cancer. | Pediatric cancer (leukemia or solid cancer) | Mobile-based game | Observational prospective clinical feasibility study |
n = 100 Age: 6–17 yr |
Participants utilized mobile applications from a digital health platform for 6 months to complete monthly ePROs on quality of life, care satisfaction, and the impact of illness on families. The platform also features a serious game designed for children that facilitates priority-based symptom reporting. | EQ-5D-3L version | Enhancing patients’ ability to cope mobility, self-care, usual activities, pain/discomfort and anxiety/depression. |
Feyzioglu et al. [50], 2020 | To investigate the potential effects of early postoperative VR therapy on pain, ROM, muscle strength, functionality, and fear of movement. | Adult cancers (breast cancer) | VR-based game | Interventional study (clinical trial) |
n = 40 (40 F) Average age: 50 yr |
The subjects were randomly divided into two groups: one receiving Kinect-based VR rehabilitation and the other receiving standardized physical therapy. Assessments were conducted at baseline and after 6 weeks, measuring pain, grip strength, functionality, muscle strength, ROM, and fear of movement. | VAS | Decreased the pain in patient with breast cancer. |
Bellens et al. [43], 2020 | To evaluate the effectiveness of a web-based cognitive training video game in improving cognitive decline among breast cancer patients when used alongside standard rehabilitation care. | Adult cancers (breast cancer) | Web-based video game | Interventional study (prospective randomized pilot trial) |
n = 23 (23 F) Age: 18–71 yr |
Patients used a web-based video game and online cognitive assessments, with the early intervention group (n = 23) engaging in a 6-month training program alongside standard rehabilitation. The delayed intervention group (n = 23) received standard care for three months before starting the same training, and outcomes were measured using MyCQ scores, ADL, mood, and cognitive status. | RAND 36 | Enhancing cognitive functioning over a period of time and pain reduction. |
Bernier Carney et al. [48], 2021 | To assess the self-reported pain experiences of schoolage children with cancer involved in a feasibility trial of a game-based symptom assessment app. | Pediatric cancers (acute lymphoblastic leukemia, brain tumor, Hodgkin’s lymphoma, non-Hodgkin’s lymphoma, and osteosarcoma) | Mobile-based game | Observational study |
n = 19 (12 M, 7 F) Age: 6–12 yr |
Participants tracked their symptoms for 5 days between clinical visits using a game-based symptom assessment app. Children could report general pain and localize it on an avatar, as well as describe symptoms through free-text responses or a diary feature within the app. | Color Me Healthy app | Assisting healthcare professionals in employing various methods to obtain a comprehensive and clinically significant assessment of pain in cancer patients. |
Zheng et al. [52], 2020 | To propose a model for evaluating the effects of hospital architecture, computer games, and nurses’ behavior on the treatment effectiveness. | Pediatric cancer (unspecified type of cancer) | Computer-based game | Observational study |
n = 70 (32 M, 35 F) Age: N/A |
The study uses a mixed-methods approach, combining quantitative measures of self-reported pain and distress with qualitative interviews to assess patient experiences. Data will be gathered from both intervention and control groups to evaluate the impact of these factors on treatment effectiveness. | N/A | Improve the efficacy of the treatment procedure among cancer patients and help to reduce their pain and discomfort. |
Carrion-Plaza et al. [51], 2020 | To evaluate the impact of HabitApp on the psychosocial well-being of patients and caregivers, with the goal of enhancing the hospitalization experience in the short term. | Pediatric cancer (unspecified type of cancer) | Mobile-based game | Observational study |
n = 39 (25 M, 14 F) Age: 1–16 yr |
The subjects utilized the HabitApp tool, and an ad hoc observational assessment was performed. | Somatic Complaints List (SCL) | Improving the involvement of caregivers in play therapy for pediatric oncology patients and pain assessment. |
Tong et al. [44], 2018 | To assess the effectiveness of home-use VR for managing chronic pain in cancer survivors over 6 weeks. | Adult cancers (unspecified type of cancer) | Computerized virtual reality-based game | Observational study (mixed method approach) |
n = 7 (7 F) Age: ≥19 yr |
Participants engaged in VR games for at least 30 minutes a day, 3 days a week, using curated content for chronic pain management. The study evaluates patients’ experiences with these VR games compared to non-VR conditions to determine optimal gaming experiences for pain relief. | N/A | The positive impact of digital game on pain distraction and management. |
4. Answers to the Study Questions
RQ1: Which types of cancer were most frequently mentioned?
RQ2: Which types of games (computer games or mobile games) were more commonly used?
RQ3: How can games assist cancer patients in managing pain?

IV. Discussion
