Abstract
Objective: Gamification, a method of incorporating game elements into educational and social activities, has also begun to be utilized in the field of pharmaceutical sciences and clinical pharmacy. This study examines the history, educational effectiveness, and social impact of gamification in the pharmaceutical field.
Method: The authors reviewed pharmaceutical-related games, primarily via web-based sources, and compared them with those in related fields such as medicine, nursing and chemistry.
Results: In the field of pharmaceutical sciences and clinical pharmacy, games aimed at preparing for the national pharmacist examination have been developed since around 2010 and have shown certain educational benefits; however, it has become clear that their impact on public awareness is limited compared to other fields.
Conclusion: Moving forward, collaboration with subcultures, such as animation and comics, is expected to help spread knowledge of pharmaceutical sciences and the role of pharmacists to the general public.