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European Conference on Games Based Learning (ECGBL)
The paper proposes shifting focus from gamification to entertainment games that were never built for pedagogy. Gamification adds game elements to non-game contexts.
This paper argues that the boundary between formal and non-formal learning should be bridged rather than dismissed, and it proposes shifting the focus from gamification, which adds game elements to non-game contexts, toward adding an educational layer to entertainment games that were never designed for pedagogy. Its central claim is that vernacular digital games carry social, cultural, and developmental affordances that can cultivate 21st-century competencies, including critical thinking, collaboration, multimodal and information literacy, emotional competence, and technology literacy. The author frames these skills as learning, literacy, and life skills, and stresses that no single game or context can develop them alone, so they must be cultivated through a holistic combination of learning environments.
The analysis examines how specific design features contribute to these outcomes. Multimodality supports multimodal literacy and engagement with abstract ideas, though excessive or purposeless multimedia can impose cognitive load. Adaptivity sustains flow by balancing challenge and skill, gradually moving players from routine tasks toward higher-order problem solving. Cultural components can heighten critical cultural awareness and information literacy, but games may also reinforce stereotypes, and player agency and participatory design are highlighted as important for resisting dominant narratives. Affinity spaces, both online and physical, foster collective knowledge building, emotional competence, and transmedia or "transliteracy" skills. The paper also identifies paradoxes, such as linear progression that limits player agency and games that promote isolation in some contexts while fostering socialization in others.
The paper acknowledges significant challenges, chiefly the difficulty of demonstrating that skills learned in games transfer to real-world academic or workplace settings. Evidence on transfer is mixed; one cited study found no transfer of critical thinking or empathy to academic contexts without pedagogic mediation. The author concludes that the effects of vernacular games cannot be generalized, given their diversity and the heterogeneity of existing research populations, and calls for longitudinal studies, clear competency indicators, homogeneous samples, and precise specification of design features. The review draws on a broad body of literature from game-based learning, media literacy, and digital education research, and it is primarily a conceptual and theoretical synthesis rather than an empirical study.
European Conference on Games Based Learning (ECGBL) · 2025