 The study examines the involvement of end-users in the development of serious games for healthcare professions education, finding that end-user involvement was mentioned in the development of less than half of the identified games, and this involvement was poorly described, representing significant limitations to evaluating the impact of end-user involvement on the efficacy of SGs. This article was authored by Marc-Andre Majucadot, Veronique Dubey, Sylvie Cassette, and others.