Today the use of digital technology available to inform, train and educate is ubiquitous, with everyday lives seemingly becoming immersed in technology (Howard-Jones 2011). Further, the recently published UK digital strategy provides the structure to enable free access to digital skills training for everyone in the UK (Department for Culture Media and Sport 2017). As part of the digital technology toolset, serious games hold the promise of relatively low risk experiential learning-curves that are engaging, fun and desirable. Login using your SSSFT NHS OpenAthens for full text. SSOTP - You can request a copy of this article by replying to this email. Please ensure you are clear which article you are requesting.