SynthesisJournal of food science2026
Exploring the Effectiveness of Gamification in Food Safety Training: A Systematic Review.
Synthesis in Journal of food science, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Conventional food safety training has long been the primary approach for educating food handlers; however, gamification has emerged as an innovative strategy to enhance food safety learning and help prevent the risk of foodborne illnesses. This study aimed to systematically evaluate the effectiveness of gamification in food safety training by synthesizing the available evidence on its impact on educational outcomes, engagement, motivation, and food safety behavior compared with conventional instructional approaches. This systematic review followed the PRISMA-P methodology to screen and retrieve peer-reviewed articles published between 2006 and 2025 from databases including Web of Science and Scopus. Among the eight identified studies, the reported interventions primarily used web-based games, simulation activities, serious games, and gamified training platforms targeting topics such as hygiene, cross-contamination prevention, cooking temperatures, microbiological risks, and HACCP principles. Most studies employed quasi-experimental or randomized controlled designs and reported positive educational outcomes, including enhanced self-efficacy, behavioral awareness, problem-solving skills, and compliance with food safety practices. The findings suggest that gamification could offer a promising approach for food safety education; however, the current data remain inconclusive because of the limited number of heterogeneous studies and the lack of high-quality evidence assessing long-term behavioral change. It is suggested that future research could benefit from developing inclusive, AI-enhanced gamified food safety training tools that provide personalized, multilingual, culturally adapted, and literacy-sensitive learning experiences while integrating adaptive feedback, real-time analytics, and immersive technologies to improve accessibility, engagement, and long-term behavioral change across diverse populations.
Indexed as
Identifiers
What Socratic holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.