Published: February 28, 2025

Gamification of CME at the 2025 Annual Meeting

The AAO-HNSF 2025 Annual Meeting & OTO EXPO will take CME to the next level through new events and learning formats, making it more effective and more fun!


Cecelia Damask, DO, AAO-HNSF Annual Meeting Program Coordinator


V2 Gamification1500x845The American Academy of Otolaryngology–Head and Neck Surgery Foundation  (AAO-HNSF) is always on the cutting edge of medical education, striving to engage and empower otolaryngologists in their pursuit of excellence. This year, a new approach to continuing medical education (CME) has emerged as a transformative tool: gamification. By integrating game-like elements into the education experience, the AAO-HNSF 2025 Annual Meeting & OTO EXPO will take CME to the next level, making it more interactive, motivating, and ultimately more effective.

What is Gamification?

Gamification refers to the incorporation of game mechanics—such as rewards, challenges, competition, and progress tracking—into non-game contexts like education. In CME, gamification aims to enhance participant engagement, retention of knowledge, and overall enjoyment of learning experiences. By turning learning into an interactive and rewarding process, physicians are encouraged to deepen their knowledge while having fun.

At the AAO-HNSF Annual Meeting, gamification will create a dynamic atmosphere that will encourage attendees to stay active and involved throughout the meeting. By starting to incorporate gamification strategies, the AAO-HNSF plans to foster an environment where participants feel more connected to the content and motivated to achieve their education goals.

Gamification Successes in Other Specialties

The benefits of gamification in CME have not been limited to otolaryngology. Many other specialties have successfully incorporated game mechanics into their annual meetings to improve learning outcomes and participant engagement.

For example, the American College of Chest Physicians has integrated gamification into its CHEST Annual Meeting, offering attendees the opportunity to earn points for attending education sessions, participating in interactive simulations, and completing post-session quizzes. This system has resulted in increased attendance and higher participant satisfaction, with feedback indicating that the gamified format makes learning feel more engaging and rewarding.

Similarly, the American Thoracic Society has also incorporated gamification into its annual conference. Through the ATS Game On app, attendees earn points by engaging with conference content, completing CME modules, and visiting sponsor booths. The system includes various levels of participation, and participants can track their progress through the app, earning badges and prizes along the way. This initiative has led to enhanced interaction with the conference material and higher overall learning retention.

Why Gamification?

Gamification provides a unique opportunity to address some common challenges in CME. Traditional CME models often struggle to maintain participant attention and motivation over extended periods, especially with the increase in digital learning formats. Gamification helps overcome these hurdles by making learning more interactive and enjoyable. It taps into intrinsic motivations—such as competition and accomplishment—that can drive continued engagement.

What Can Attendees Expect at the AAO-HNSF 2025 Annual Meeting?

At the upcoming AAO-HNSF 2025 Annual Meeting in Indianapolis, Indiana, participants will see the introduction of a variety of gamified elements designed to maximize engagement and foster collaboration. Some exciting new events are planned, such as:

A New, Game Show-Style Event
Have a laugh and test your knowledge at Wait Wait...Do Tell Me with a quiz show host, Otolaryngology-Head and Neck Surgery journal Editor-in-Chief Cecelia E. Schmalbach, MD, MSc, two associate editors, and the funniest “celebrity” guest otolaryngologists.  Everyone will compete in challenges related to recent journal articles from Otolaryngology-Head and Neck Surgery.

Live Game Breaks
At the OTO Games, attendees will challenge each other with points awarded for correct answers, and high scorers may earn prizes or recognition.  Whether you participate or spectate, these engaging events will test your knowledge and bring out your competitive edge. 

The Competition Is On
Do you have what it takes to win?  New this year will be an AAO-HNSF-exclusive education gaming experience featuring a live Escape Room running throughout the meeting. This will ensure that participants remain active and engaged while encouraging networking.

Real-Time Audience Participation
Participants can cheer on and award points to their favorite panelists in the battle of Pardon the OTO-ruption, a new lightning-round commentary on various controversial topics. This adds a layer of friendly competition to the learning process.

These new events and formats aim not only to make learning more fun but also to enhance knowledge retention and encourage collaboration among attendees. By making education content more interactive and challenging, the AAO-HNSF Annual Meeting promises to provide a more dynamic and effective learning environment.

Looking Ahead

The future of CME is evolving, and gamification is poised to play a significant role in shaping that future. By embracing this innovative approach, AAO-HNSF is leading the way in transforming how otolaryngologists engage with education content. The inclusion of gamified elements into the Annual Meeting promises to make learning more accessible, enjoyable, and impactful.

As other specialties have demonstrated, gamification can revolutionize how professionals approach continuing education. It’s not just about learning—it’s about creating an experience that fosters collaboration, competition, and a deeper connection to the material. The AAO-HNSF Annual Meeting’s integration of gamification signals an exciting new era for CME, where education is not just a requirement, but a dynamic and engaging journey.


References

  1. American College of Chest Physicians. (2024). Presented at the Chest Annual Meeting: Gamification to Enhance Engagement and Learning.
  2. American Thoracic Society. (2023). ATS Game On: A Gamified Approach to CME.
  3. Gualtieri, M, & Reeder, T. (2022). Gamification in Continuing Medical Education: A Review of Trends and Outcomes in Pulmonology. Journal of Medical Education, 25(4), 345-352.

 


More from March 2025 – Vol. 44, No. 3