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International Journal of Serious Games
Mandatory gameplay can actually increase the total time users spend interacting with a system without compromising learning quality.
The integration of serious games into professional and academic curricula often rests on the assumption that voluntary participation is a prerequisite for engagement and learning success. However, empirical evidence demonstrates that mandatory gameplay does not diminish user enjoyment or instructional effectiveness. By comparing voluntary and mandatory participation models, research indicates that requiring gameplay can actually increase the total time users spend interacting with a system without compromising the quality of the learning experience or the user’s subjective satisfaction.
Across two controlled experiments, participants subjected to mandatory play requirements consistently demonstrated higher levels of engagement in terms of duration compared to their voluntary counterparts. While voluntary participants frequently reported higher initial motivation, these differences did not translate into statistically significant disparities in final test performance or reported enjoyment levels. The findings suggest that the perceived necessity of voluntary play is largely a design bias rather than a functional requirement for educational efficacy.
These conclusions hold significant implications for the design and deployment of serious games within formal training environments. Because mandatory participation effectively drives engagement and maintains learning outcomes comparable to voluntary models, organizations can confidently integrate game-based tools into structured curricula. This shift allows for more predictable training timelines and consistent participation rates, confirming that serious games can serve as robust, reliable instructional instruments even when their use is required rather than optional.
Serious Games Society · 2026