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European Conference on Games Based Learning (ECGBL)
The authors argue this question has been addressed inconsistently across the literature. The review applies PRISMA guidelines to a Scopus search.
This systematic review examines what researchers actually evaluate when they assess serious games, a question the authors argue has been addressed inconsistently across the literature. Motivated by claims that serious games improve motivation, engagement, skill development, and learning outcomes, the study applies PRISMA guidelines to a Scopus search for open-access journal articles published between 2021 and 2023 that address factors, scales, or surveys used to assess serious games. Of 275 records initially identified, 20 studies were ultimately included in the quantitative synthesis, spanning health care, education, mental health, environmental management, and other domains.
The authors report that health care accounts for roughly half of the applications studied and education for about 20 percent, with virtual and augmented reality frequently incorporated into health-focused designs. Participants were drawn from school and higher-education populations in roughly 30 percent of cases and from patients in another 30 percent. Data collection relied predominantly on questionnaires, surveys, and semi-structured interviews (about 55 percent), while in-game scoring systems and neurophysiological measures such as EEG or fMRI appeared in smaller shares. A central finding is that although serious games are designed for educational purposes, more than half of the reviewed studies measured changes in player behavior, motivation, or engagement rather than actual learning gains.
The review also identifies notable gaps in evaluation practice. Only two studies collected user feedback on specific game characteristics such as feedback, interactivity, challenge, and clarity of instructions, and only one assessed the perspectives of teachers or tutors who deployed the games. The authors therefore argue for broader evaluation frameworks that incorporate educator opinions, measure enjoyment and engagement more directly, and expand the set of factors considered beyond effectiveness alone.
International Journal of Games and Social Impact · 2022