scispace - formally typeset
Journal ArticleDOI

A systematic literature review of empirical evidence on computer games and serious games

TLDR
The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes, and the most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective
Abstract
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.

read more

Citations
More filters
Journal ArticleDOI

Gamifying learning experiences: Practical implications and outcomes

TL;DR: A gamification plugin is designed and built for a well-known e-learning platform and an experiment is made using it in a university course, suggesting that some common beliefs about the benefits obtained when using games in education can be challenged.
Journal ArticleDOI

Challenging games help students learn

TL;DR: The results show that engagement in the game has a clear positive effect on learning, however, it is suggested that the challenge of the game should be able to keep up with the learners growing abilities and learning in order to endorse continued learning in game-based learning environments.
BookDOI

Handbook of Self-Regulation of Learning and Performance

TL;DR: Self-Regulation of learning and performance has been studied extensively in the literature as mentioned in this paper, with a focus on the role of self-regulation in the development of learners' skills and abilities.
Journal ArticleDOI

Gamification for Health and Wellbeing : A Systematic Review of the Literature

TL;DR: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours, however several studies report mixed or neutral effect.
Journal ArticleDOI

An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games

TL;DR: Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning.
References
More filters
Journal ArticleDOI

Games, Motivation, and Learning: A Research and Practice Model:

TL;DR: An input-processoutput model of instructional games and learning is presented that elaborates the key features of games that are of interest from an instructional perspective; the game cycle of user judgments, behavior, and feedback that is a hallmark of engagement in game play; and the types of learning outcomes that can be achieved.
Journal ArticleDOI

GameFlow: a model for evaluating player enjoyment in games

TL;DR: It is concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.
Journal ArticleDOI

Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature

TL;DR: A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults and that playing violent videogames also decreases prosocial behavior.
Journal ArticleDOI

Why do people play on-line games? an extended TAM with social influences and flow experience

TL;DR: This study applies the technology acceptance model (TAM) that incorporates social influences and flow experience as belief-related constructs to predict users' acceptance of on-line games to reveal that social norms, attitude, andflow experience explain about 80% of game playing.
Book

Persuasive Games: The Expressive Power of Videogames

TL;DR: Ian Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric.
Related Papers (5)