The German healthcare system faces a downturn in the number of general practitioners starting or taking over a practice, especially in the rural areas
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1,
2]. Financial and administrative incentives have been introduced to improve the situation. In Germany most general practitioners own their medical practice or at least most of their equipment. They act as entrepreneurs and take the full economic risk. Recent reforms in the German healthcare system have granted patients more freedom to choose a general practitioner and, as a result, encourage competition
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3,
4]. Nonetheless, medical education is challenged to play its part by preparing medical students to cope with the increasingly risky and cost-intensive venture of a practice takeover or start-up. In the context of economics studies business games have been proven to support training in the skills necessary for starting up an enterprise
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5,
6]. Enhanced by computer-based communication and simulations, similar game-based learning interventions have evolved to a new category of serious games. Recently, serious games have been successfully applied to some fields of medical education
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7,
8]. The challenge of adequately preparing medical students for future practice start-up provides an excellent opportunity for further developing and testing collaborative aspects of serious games in medical education.
A general-purpose business game (or business simulation) has been defined as a complex man-made environment, where participants are able to gain experiences when acting in a simulated reality
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9,
10]. Yet there is open discussion concerning the definition of the term serious game. A relatively broad definition of a serious game is ‘any computerized game whose chief mission is not entertainment and all entertainment games which can be reapplied to a different mission other than entertainment’
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11]. In contrast to teacher-centred learning approaches, which primarily rely on the control and activity of the teacher, serious games are considered as inherently learner-centred and focusing on the needs of learners
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12]. Experts in the field of serious games predict a continuous growth in this research area
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13,
14]. Recently, research activity in the field of serious games has indeed markedly increased and has especially addressed their application in medical environments
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15]. Ritterfeld and colleagues (2009) found that 8% of all existing serious games deal with a health- or medicine-related topic
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16]. Medical learners showed a high acceptance of serious games as shown in several studies: The INMEDEA simulator, which presents virtual case studies and adopts an open, nonlinear problem-oriented problem-solving approach situated in a virtual hospital, was judged as a good or very good teaching method by 76% of 70 test candidates
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17]. As a second example the Junior Doctor Simulator (JDoc), an interactive, 3D, third-person view prototype focusing on the training of doctor-patient interactions, was considered to provide valuable experiences of patient interactions and routines of a hospital ward to junior doctors
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18]. Evaluation results suggest a significant impact of serious games' stimulation of conceptual thinking on the learning outcome
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19]. JDOC and INMEDEA teach common procedures of the everyday work of doctors in different contexts and focus on doctor-patient interaction and medical diagnosis. Recent projects have tried to close the gap between computer-supported learning and reality by introducing learning support to mobile devices
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20,
21]
]. Improved collaboration induced by serious games in the nursing context was stressed some time ago
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22]; in a more recent review of virtual 3-D medical learning environments the collaborative aspect was identified as a major strength associated with several game-oriented medical learning approaches based on virtual worlds
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7]. Following the idea of applying a serious game approach to prepare medical students for future practice start-up the ‘Business Game: How to start a Medical Practice’ was set up as a joint project of the Division of General Medicine and the Department for Knowledge-based Systems of the Institute for Medical Informatics of the RWTH Aachen University Medical School. The learning scenario consists of different learning and computer-aided game phases covering an online search, rough and fine-grained planning of funding and the detailed planning of required medical equipment. A special computer-assisted module of the business game is the interactive, collaborative serious game eMedOffice. The game eMedOffice focuses on practical exercises guiding the participants towards strategies for an optimization of the interior design, workflows, equipment, components and furnishing arrangements of a medical practice. The goal of eMedOffice is to provide fun access to the necessary theoretical knowledge to promote relevant practical problem-solving skills of the learners. In this work we present the theoretical approach, technical realization, and evaluation results of eMedOffice that evidence the positive effect of this learning game.