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Gamified Versus Non-gamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial
Rui Li1, Sabzali Musa Kahn1, Bingyu Duan1
1Academy of Malay Studies, Universiti Malaya, Universiti Malaya, Kuala Lumpur, MY.
JMIR Serious Games
|January 7, 2026
Summary
Gamification in the metaverse significantly improved immediate breast health knowledge for women. While it didn't boost short-term retention, the gamified group maintained higher knowledge levels at 4 weeks.
Area of Science:
- Digital Health
- Health Education
- Metaverse Technology
Background:
- The metaverse offers immersive health education, but studies often combine immersion and gamification.
- Limited randomized evidence exists on the separate effects of gamification and immersion in breast health education.
Purpose of the Study:
- To evaluate the distinct impact of gamification, separate from immersion, on immediate and 4-week retention of breast health knowledge.
- To isolate gamification's effect within an identical immersive metaverse environment.
Main Methods:
- A randomized controlled trial involving 72 women in Hangzhou, China, comparing a Gamified Metaverse (GM) group and a Non-Gamified Metaverse (NGM) group.
- Both groups used the Mammoverse platform with identical content and duration; breast health knowledge was assessed at baseline, immediately post-intervention, and at 4-week follow-up.
- Linear mixed-effects models were used to analyze changes in knowledge scores, controlling for covariates.
Main Results:
- Knowledge scores increased in both groups, with significantly larger immediate gains in the GM group (Hedges g=0.65, p=.007).
- No significant difference in knowledge change was observed between groups from post-intervention to 4-week follow-up (p=.91).
- The GM group maintained higher absolute knowledge levels at 4 weeks (15.7 vs 13.0).
Conclusions:
- Gamification in a 3D desktop metaverse significantly enhances immediate breast cancer screening (BSE) knowledge acquisition in Chinese women.
- Gamification did not offer additional short-term retention benefits but led to higher absolute knowledge at 4 weeks.
- Future research should integrate memory consolidation strategies into gamified metaverse frameworks to optimize long-term retention.

