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Create free accountWhitepaperJoint International Conference on Serious Games (JCSG)
Student completion rates for educational games consistently remain below 48 percent.
Higher education faculty increasingly integrate video games into their curricula to enhance student engagement and immersion, yet the practical application of these tools remains highly variable. By analyzing the experiences of educators across a cohort of 3,226 students, it becomes clear that games serve four primary functions: acting as pedagogical instruments, catalysts for human connection, methods for content delivery, and historical artifacts. Despite the perceived value of these digital tools, a significant implementation gap persists, evidenced by game completion rates that remain consistently below 48 percent.
The integration of game-based learning is largely dictated by individual teaching philosophies, which can be categorized into three distinct faculty profiles. These profiles reflect how educators prioritize different facets of the classroom experience, such as pedagogy, content, interpersonal connection, and the use of artifacts. Because faculty tend to emphasize specific game attributes that align with their personal teaching styles, they often overlook the broader potential of a game’s design. This narrow focus suggests that current educational games are not yet sufficiently versatile to meet the diverse needs of different instructional approaches.
To bridge the gap between the potential of game-based learning and its actual classroom efficacy, the industry must move toward more tailored support systems. Educators require specialized training and instructional materials that account for their unique pedagogical priorities. Furthermore, game designers must prioritize versatility, creating products that can be adapted to various teaching styles rather than forcing a one-size-fits-all approach. Ultimately, while games are recognized as valuable additions to the higher education repertoire, their success depends on aligning game design with the specific, multifaceted requirements of the modern classroom.
Serious Games Society · 2025