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The study tested whether presenting a serious game as serious or playful shapes its enjoyment, perceived credibility, and learning outcomes.
This study examines whether presenting a serious game as "serious" or "playful" shapes its enjoyment, perceived credibility, and learning outcomes. Grounded in symbolic interactionism and Esser's framing theory, the research hypothesized that playful framing would boost entertainment but reduce perceived credibility, potentially weakening learning indirectly. The work reports two studies: an initial comparison among 16 industry employees learning to start a testing plant through either a game-based training stripped of explicit learning cues or traditional instruction, and a follow-up with 54 students testing playful versus serious framing directly.
In the first study, the serious game produced significantly higher immersion than traditional instruction, with a large effect size, and lower perceived credibility. Differences in attraction and satisfaction were not significant, and transfer of subject matter did not differ meaningfully between conditions. The second study found that framing alone had no significant effect on credibility or enjoyment. Instead, participants' prior attitude toward learning games significantly predicted enjoyment, and a significant interaction emerged between framing and attitude, suggesting that the effect of framing depends on the learner.
The authors conclude that framing is likely an intervening variable in learning and enjoyment, though its influence was less clear-cut than hypothesized. They caution that low statistical power, roughly 15% for detecting framing effects on credibility in the second study, limits confidence in null findings. Their practical recommendations are to use playful framing for learners with negative attitudes toward learning games and serious framing for those with positive attitudes. The study also notes possible gender differences in credibility perceptions, which may reflect developmental and socialization factors.
Overall, the research challenges the notion that serious games are "wonder weapons" and argues that learning and entertainment are not inherently incompatible. The authors suggest that the educational potential of serious gaming may be culture-specific, and that its effectiveness depends on how games are framed and on who is playing them.
International Journal of Role-Playing · 2026