This study is being carried out as part of the European Master of Science in Occupational Therapy at the Amsterdam University of Applied Sciences.

The aims of this study are to determine what and how serious games are currently being used in the occupational therapy practice (both clinical and academic); to identify any perceived barriers, challenges, and facilitators to the implementation of serious games; and to identify similarities and differences between different geographic locations, and areas of occupational therapy practice, in a European context.

The following are the inclusion criteria for this study a) being a qualified occupational therapist; b) working in a clinical and/or academic setting; c) using digital games with a serious purpose in practice; and d) working in one of the following European countries/territories: Armenia, Austria, Belgium, Bulgaria, Croatia, Cyprus, Czechia, Denmark, Estonia, Faroe Islands, Finland, France, Georgia, Germany, Greece, Iceland, Ireland, Italy, Kosovo, Latvia, Lithuania, Luxembourg, Malta, the Netherlands, Norway, Poland, Portugal, Romania, Russia, Serbia, Slovenia, Spain, Sweden, Switzerland, Turkey, Ukraine, and the United Kingdom. 

The exclusion criteria are: a) being an occupational therapy student; b) being currently unemployed or retired; c) not using serious games in practice; and d) not working in the above mentioned countries/territories.

For the purpose of this study the terms “serious games” and “digital games” are used to refer to digital games (phone/tablet/computer/console games) that are used for educational and/or therapeutic purposes beyond pure entertainment.

Examples include: a virtual reality game for occupational therapy students to simulate the assessment of a patient’s occupational performance in a home environment;  a digital game to engage individuals with serious mental illness in the design and renovation of their unit; online games for education and health management of patients; video games that work towards therapeutic goals such as restoration, maintenance or improvement of body functions (motor, sensory, cognitive), or specific areas of occupation such as ADLs, and social participation; and commercial exergames or fitness games (such as the Wii Fit or the Xbox Kinect Sports) that track body movements and that can be played in a group context.

The survey comprises 28 questions and takes approximately 15 minutes to complete. It is only available in English, and it will close on the 1st of November 2020.

Your participation in this survey is entirely voluntary. You do not have to take part if you do not wish to do so, and you may stop participating at any time that you please. If you choose to skip any question or return your survey unfinished, it will be registered as a dropout and therefore not be used for this study.

The responses are anonymous, and any information provided by you will be used for research purposes. No information will be used in a manner which would allow identification of your individual responses.

If you have any further questions, please contact the student researcher Carolina Caspa at
Please press "Next" only if you have read and understood the information above and you consent voluntarily to participate in this study.
25% of survey complete.