Skip to main content

Serious Games reports and market data

441 documents·159 writers

Documents

Cover of Gamification of a College Course: A Case Study
Whitepaper20 pages

Gamification of a College Course: A Case Study

A 2021/2022 case study conducted at the University of Wrocław examines whether gamification can improve student engagement in a university course on internet texts.

  • Gamifying a University of Wrocław internet-texts course (2021/2022) changed how students interacted and were assessed, but not the course content or intended learning outcomes.
  • Students in the two gamified groups submitted 19 and 22 special tasks versus 9 in the traditional control group, though the authors caution that pre-existing student predispositions may explain part of this gap.
  • Of the 14 students who answered the post-semester survey, half said they did not regret the gamified format, citing higher motivation, transparent assessment, and greater learning autonomy.
Homo LudensNov 2024
Cover of A Case Study in Increasing Empathy towards Deaf People Using the Role-Playing Game Sign: Japan
Whitepaper15 pages

A Case Study in Increasing Empathy towards Deaf People Using the Role-Playing Game Sign: Japan

The role-playing game Sign serves as a potent pedagogical tool for fostering empathy and awareness toward the deaf experience among educators.

Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of The Influence of Educators' Tabletop Role-Playing Games Familiarity on the Implementation of LARPs in Adult Education: Greece
Whitepaper16 pages

The Influence of Educators' Tabletop Role-Playing Games Familiarity on the Implementation of LARPs in Adult Education: Greece

Tabletop role-playing games serve as a foundational predictor for the adoption of educational live-action role-playing games within the Greek adult education sector.

  • Prior experience with tabletop role-playing games is a primary predictor for the adoption of live-action role-playing (LARP) methodologies in Greek adult education.
  • A survey of 113 Greek adult educators confirms a statistically significant correlation between analog gaming familiarity and the frequent implementation of experiential learning techniques.
  • Educators with tabletop gaming backgrounds exhibit a more favorable perception of game-based learning and possess the confidence required to facilitate complex, inquiry-based live-action simulations.
Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of Possibility of Utilizing TRPG in After-School Daycare Services: An Interview Study of Staff
Whitepaper7 pages

Possibility of Utilizing TRPG in After-School Daycare Services: An Interview Study of Staff

This study examines the potential of table-talk role-playing games (TRPGs) as a therapeutic and educational tool within Japanese after-school daycare services (ADS) for children with developmental disabilities.

Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of Deprogramming Indiana Jones: Anti-Colonialist DMing with Kids
Whitepaper9 pages

Deprogramming Indiana Jones: Anti-Colonialist DMing with Kids

Traditional tabletop role-playing games frequently perpetuate colonialist ideologies by relying on problematic tropes, such as the inherent villainy of specific races and the glorification of treasure-seeking violence.

Japanese Association for Role-Playing Game Studies (JARPS)Nov 2024
Cover of Can Mobile Games Be an Option for Teaching Algebra?
Whitepaper22 pages

Can Mobile Games Be an Option for Teaching Algebra?

Mobile game-based learning serves as a viable pedagogical tool for teaching algebra to seventh-grade students, particularly those who struggle with traditional mathematics instruction but possess high digital gaming proficiency.

  • Mobile games effectively increase student motivation and mental processing speeds in seventh-grade algebra, particularly for students who struggle with traditional instruction.
  • While mobile platforms improve student attitudes toward mathematics, they do not inherently teach formal mathematical reasoning or replace the need for explicit instruction.
  • Research indicates that students using mobile algebra games often rely on trial-and-error strategies rather than developing new cognitive approaches to problem-solving.
Serious Games SocietyNov 2024
Cover of A Bird Matching Game: Difficulty, Rewards, and Intrinsic Motivation
Whitepaper21 pages

A Bird Matching Game: Difficulty, Rewards, and Intrinsic Motivation

The primary objective of this research is to evaluate the efficacy of various engagement mechanics—specifically point-based reward systems versus educational content—and the role of self-selected difficulty in fostering intrinsic motivation.

  • Granting players the autonomy to self-select difficulty levels is a more effective driver of intrinsic motivation and engagement than traditional reward systems.
  • Participants who voluntarily increased game difficulty reported significantly higher scores on the Intrinsic Motivation Inventory, specifically regarding perceived effort and task importance.
  • Extrinsic reward structures, including gamification elements like badges and points as well as educational content, showed no statistically significant impact on player motivation or progression.
International Journal of Serious GamesNov 2024
Cover of A Linear Programming Methodology for Evaluating Game Attributes in Serious Games
Whitepaper16 pages

A Linear Programming Methodology for Evaluating Game Attributes in Serious Games

Serious games often lack standardized, objective evaluation frameworks, leading to subjective assessments of design effectiveness.

  • A new linear programming methodology provides a quantitative framework to objectively evaluate serious game attributes like immersion, feedback, challenge, and autonomy.
  • The framework was validated using survey data from 255 participants to minimize discrepancies between individual attribute ratings and overall user evaluations.
  • Users exhibit cognitive bias by disproportionately prioritizing knowledge improvement and concentration while neglecting other essential design components.
Serious Games SocietyNov 2024
Cover of From Product to Process Data: Game Mechanics for Science Learning
Whitepaper27 pages

From Product to Process Data: Game Mechanics for Science Learning

Game-based learning environments often conflate successful game completion with actual knowledge acquisition, yet empirical evidence suggests these outcomes are driven by distinct behavioral patterns.

  • Game completion is not a reliable proxy for pedagogical success, as empirical data from 137 high school students shows that successful game completion and actual knowledge acquisition are driven by distinct behavioral patterns.
  • Frequent engagement with learning mechanics, such as static information and instructional aids, significantly increases the likelihood of game completion.
  • Over-reliance on assessment mechanics frequently correlates with diminished learning gains and a tendency for students to 'game the system' rather than internalize scientific reasoning.
International Journal of Serious GamesNov 2024
Cover of Analysis of the Impact of Serious Games on the Development of Writing Skills in Intermediate-Level Students Learning French as a Foreign Language
Whitepaper20 pages

Analysis of the Impact of Serious Games on the Development of Writing Skills in Intermediate-Level Students Learning French as a Foreign Language

Serious games serve as a potent pedagogical intervention for improving written proficiency in foreign language acquisition.

  • Students using the Motiv-Prodect gamified platform consistently outperformed peers in traditional classrooms, achieving higher quiz scores and demonstrating superior textual coherence and situational appropriateness in written French.
  • Gamified learning environments effectively reduce student anxiety related to writing tasks while fostering the intrinsic motivation required for autonomous skill development.
  • A study of 35 Algerian middle school students confirms that integrating game mechanics directly correlates with enhanced critical thinking and linguistic output.
Serious Games SocietyNov 2024
Cover of Serious Games in Science and Mathematics Education: A Scoping Umbrella Review
Whitepaper18 pages

Serious Games in Science and Mathematics Education: A Scoping Umbrella Review

Serious games serve as a significant pedagogical tool for enhancing science and mathematics education, primarily by fostering student motivation, engagement, and cognitive development.

  • Serious games significantly enhance science and mathematics education by boosting student motivation, engagement, and academic self-confidence, based on a synthesis of 16 systematic reviews and 535 primary studies.
  • The effectiveness of serious games is highly variable, as poor design or implementation can trigger negative outcomes such as student anxiety, demotivation, and feelings of failure.
  • Successful integration requires high teacher proficiency and game literacy to ensure educational objectives remain the priority over the gaming experience.
Serious Games SocietyNov 2024
Cover of Traditional Quizzing with a Twist: Involving University Students in the Development Process
Whitepaper4 pages

Traditional Quizzing with a Twist: Involving University Students in the Development Process

This pilot study by Haave, Slyman, and Vold, based at Inland Norway University of Applied Sciences and Roehampton University, examines how a low-tech, paper-based quiz developed by university students can support games-based learning in a research methods course.

  • Analogue, paper-based quizzes written by students offer a way to keep games-based learning engaging while complying with GDPR, after several Norwegian universities withdrew licences for platforms like Kahoot! because their servers sat outside Norwegian jurisdiction.
  • The authors frame the approach as linking student co-creation, low-technology design, and data-protection compliance within a single pedagogical model for games-based learning.
  • The evidence is a small, exploratory qualitative pilot based on informal group interviews with students in a single research methods course at one institution, so the authors describe its conclusions as preliminary.
European Conference on Games Based Learning (ECGBL)Oct 2024

Writers

Related topics