Antimicrobial resistance (AMR) occurs when bacteria, viruses, fungi and parasites develop and use resistance strategies by changing over time in response to the use of antibacterial drugs used against them, so that they no longer respond to antibacterial medicines such as antibiotics (1). As a result, antibiotics and other antimicrobial medicines do not work as well, or at all, and infections become increasingly difficult or impossible to treat.
In the UK, the total number of antibiotic-resistant infections in 2024 equates to an average of nearly 400 newly reported cases per week (2). According to the World Health Organization, AMR is already harming our health, food systems, environment and economies: drug-resistant infections are increasing, but our current level of awareness, investment and action are insufficient (3).
Gamification refers to the practice of applying elements of game design to other non-game contexts (4). When used effectively, game elements, such as points, levels, progress bars and achievements, can enhance motivation, engagement, performance and retention (5).
Published literature has demonstrated promising findings from the use of gamified educational approaches to tackling antimicrobial resistance, including positive effects on knowledge retention, promotion of optimal antibiotic use and increased awareness (6, 7).
Clinicians and health care professionals involved in prescribing, play a critical role in the fight to reduce AMR by following best clinical and prescribing practices. Working towards the aim of improving the safety and quality of patient care and make a significant contribution to the reduction in the emergence and spread of AMR, NHSE East of England Regional team commissioned Health Innovation East to explore opportunities for gamified learning for AMS and whether gamification of AMS learning could support improved awareness, engagement and knowledge of AMS.
The project was delivered in partnership with staff from East and North Hertfordshire Teaching NHS Trust, Royal Papworth Hospital NHS Foundation Trust, Cambridgeshire and Peterborough Integrated Care System (ICS), and NHS England East of England region (herein referred to as the ‘AMS Project team’).
The AMS Project team developed the concept of a gamified training tool in the form of an escape room, to educate clinicians and health professionals on the importance of AMR in practice. Content areas covered included microbes; Urinary Tract Infection/C diff; antibiotic adverse drug effects; allergies; and antibiotics. Elements of game design applied to the educational content included establishing a game environment, challenge proposition, progress narrative and reward.
Game play took place in a (virtual) hospital. Players were presented with the concept of being trapped following a power-cut and were required to apply their AMS knowledge in a series of challenges in order to escape.
A survey was used to evaluate the impact and effectiveness of the gamified learning tool. Data was collected during the month of November 2025 using a snowball approach. The target population was prescribers and healthcare professionals in the East of England.
The gamified learning tool received a total of 1424 responses, of which 749 (52.6%) were complete responses. The following data analyses have been conducted on complete responses only.
Overall feedback on the game indicated that the majority of participants found the game content to be clinically relevant and useful:
Participants found the game to be fun, innovative and engaging:
The gamified AMS learning tool was found to be effective as a learning tool for AMS amongst clinicians. The escape room concept and quiz content was received positively and demonstrated high levels of acceptability for the participants who took part. Overall, the AMS game had a positive impact on AMS awareness and demonstrated clear potential for changes in prescribing practices by supporting prescribing clinicians to feel more confident in their application of AMS knowledge, particularly in hospital-based settings.
This project was a hugely successful collaboration between health innovation East and subject matter experts including microbiology and antimicrobial stewardship colleagues from acute providers, ICB and region. Utilising these different networks also enabled the game to be spread widely throughout the East of England and further afield with reach to different healthcare professionals, sectors and educational settings.
Following the success of the pilot, the AMS gamified learning tool has been reopened on an ongoing basis for health care professionals.
Evaluation of a gamified learning tool for Antimicrobial Stewardship (AMS)
Read the evaluation report here
Developed in partnership with NHS England East of England and regional AMS leads, this interactive e-learning resource is designed to bring AMS principles to life.
Take part in the training here
References
(1) World Health Organization. Antimicrobial resistance World Health Organization (WHO): World Health Organization (WHO); 21 November 2023 [Available from: https://www.who.int/news-room/fact-sheets/detail/antimicrobial-resistance#:~:text=Antimicrobial%20Resistance%20(AMR)%20occurs%20when,longer%20respond%20to%20antimicrobial%20medicines
(2) UK Health Security Agency. (2025). Nearly 400 antibiotic-resistant infections each week in 2024. [Online]. GOV.UK. Last Updated: 13 November 2025. Available at: https://www.gov.uk/government/news/nearly-400-antibiotic-resistant-infections-each-week-in-2024 [Accessed 18 February 2026].
(3) World Health Organisation. Global antibiotic resistance surveillance report 2025 World Health Organisation (WHO)13 October 2025 [Available from: https://www.who.int/publications/i/item/9789240116337.
(4) Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. In A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds), Proceedings of the 15th International Academic MindTrek Conference: Envisioning future media environments (pp. 9–15). New York, NY: Association for Computing Machinery (ACM). https://doi.org/10.1145/2181037.2181040
(5) Larson, K. (2019). Serious games and gamification in the corporate training environment: A literature review. TechTrends, 64(2), 319–328. https://doi.org/10.1007/s11528-019-00446-7
(6) Neelambike SM, Shettar SR, Maheshwarappa Y, Megha GK. Gamified intervention to educate healthcare professionals on rational use of antimicrobials. medRxiv. 2024:2024.04.14.24305615.
(7) Sumana MN, Shettar SR, Maheshwarappa YD, Megha GK, Veerabhadraswamy GS, Eshwarappa CS, et al. Gamified interventions to educate healthcare professionals on the rational use of antimicrobials. Frontiers in Microbiology. 2025;Volume 16 – 2025.