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European Conference on Games Based Learning (ECGBL)
It examines design methods for serious games, which pair learning or other non-entertainment goals with enjoyment.
This literature review examines design methods for serious games, which are games built to deliver learning or other non-entertainment objectives alongside enjoyment. Its central aim is to help designers, developers, and educators balance entertainment with instructional value, responding to a gap in systematic reviews of how serious games are actually designed. The authors analyzed 52 papers published between 2018 and 2023, identifying 13 design methodologies, of which 27 (roughly half) had been validated through experiments or case studies.
The review organizes its findings into a structured taxonomy of 41 design dimensions, comprising 10 general game features and 31 development factors. General features include elements such as endings, narrative, avatars, non-player characters, and cutscenes, while development factors cover levels, feedback, challenge, flow, learning objectives, and engagement. Achievement and challenge, along with dilemma, emerge as the most frequently cited development factors. Across the literature, games aligned with clear learning objectives and supported by continuous feedback are consistently identified as central to effective design.
The authors also draw on six educational theories that guide the serious and enjoyment dimensions of these games, with frameworks such as Kolb's experiential learning and goal-setting theory informing the analysis. The reviewed work spans domains including medicine, chemistry, programming, climate change, and autism support, reflecting broad applicability across subject areas.
The review concludes that its findings support interaction-based design approaches that balance seriousness and playfulness. It also identifies remaining gaps in design methodologies and pedagogical theory. Recent sources emphasize learning analytics, AI-driven game components, and user-feedback-driven design, suggesting these areas as current priorities for future research.
European Conference on Games Based Learning (ECGBL) · 2026