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European Conference on Games Based Learning (ECGBL)
The paper classifies conflict as arising from within gameplay and competition as tied to external constraints such as timers, scores, and move limits.
This paper examines how challenge and player abilities shape flow experience and learning outcomes in educational games, arguing that the research base has largely examined motivation and engagement without specifying which game mechanics drive learning. Grounded in flow theory and self-determination theory, the authors contend that challenge, generated through competition and conflict, must be balanced against the player's skills to produce flow. They position conflict as an endogenous mechanic, meaning it arises from within gameplay, and competition as an exogenous one, tied to external constraints such as timers, scores, and move limits.
The paper categorizes the abilities games demand into physical (motor) skills, intellectual skills such as strategy and memory, and knowledge, and it treats chance as a separate element rather than a skill. Its central claim is that knowledge is the ability most directly linked to learning, and that games requiring prior knowledge, combined with conflict, are more likely to produce endogenous learning. The authors support this with reference to studies showing that learners with greater prior knowledge perform better in simulation games, with lower cognitive load, and they illustrate the argument with a conceptual learning-curve model.
The analysis is conceptual and drawn from a literature review and illustrative examples from familiar games such as Scrabble, Chess, Tetris, Ludo, and Tambola, rather than from new empirical data. The authors acknowledge that empirical evidence on the role of conflict in learning outcomes remains limited and call for further studies to establish these relationships directly.
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European Conference on Games Based Learning (ECGBL) · 2026