Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation

被引:1
|
作者
Vahlo, Jukka [1 ]
Vaelisalo, Tanja [2 ]
Tuuri, Kai [2 ,3 ]
机构
[1] Univ Turku, Ctr Collaborat Res, Sch Econ, Turku, Finland
[2] Univ Jyvaskyla, Dept Music Art & Culture Studies, Jyvaskyla, Finland
[3] Univ Jyvaskyla, Fac Educ & Psychol, Jyvaskyla, Finland
来源
FRONTIERS IN PSYCHOLOGY | 2023年 / 14卷
基金
芬兰科学院;
关键词
informal learning; non-educational games; gameplay motivation; wellbeing outcomes; self-determination; VIDEO GAMES; MOTIVES;
D O I
10.3389/fpsyg.2023.1176773
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Educational functions of digital games are often seen only in the light of the serious and purposeful activities that aim for learning outcomes, in contrast with non-educational games that are designed for entertainment. The focus of this paper is in studying players' learning outcomes from playing non-educational games, and how these relate to wellbeing outcomes of playing, and gaming motivation. The data for this study was collected via a survey (N = 1,202) in the United Kingdom and the United States. The survey respondents answered the question regarding what players perceive they have learnt by playing digital games. A generic data-driven qualitative content analysis of the responses to this question yielded 11 categories representing different types of game-based learning outcomes. A consequent cluster analysis suggested three groups of informal game-based learning, which differed in their emphasis on (1) learning persistence, (2) learning practices and community, and (3) learning to perform. Our analyses indicated substantial connections between the learning outcomes and gameplay motives and gameplay activity preferences. Such connections point out how gameplay activity has an inherently close relationship with learning. Moreover, the results yielded significant association between learning outcomes, wellbeing measures, and eudaimonic motives to play digital games. These results indicate that playing games because gaming is aligned with players' core values and need for self-realization are clear precedents for both wellbeing and learning outcomes.
引用
收藏
页数:18
相关论文
共 50 条
  • [1] Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters
    Guardiola, Emmanuel
    Czauderna, Andre
    [J]. PROCEEDINGS OF THE 12TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2018), 2018, : 154 - 161
  • [2] Fusing Level and Ruleset Features for Multimodal Learning of Gameplay Outcomes
    Liapis, Antonios
    Karavolos, Daniel
    Makantasis, Konstantinos
    Sfikas, Konstantinos
    Yannakakis, Georgios N.
    [J]. 2019 IEEE CONFERENCE ON GAMES (COG), 2019,
  • [3] CANDYRL: A Hybrid Reinforcement Learning Model for Gameplay
    Karimi, Sara
    Asadi, Sahar
    Lorenzo, Francesco
    Payberah, Amir H.
    [J]. 2022 21ST IEEE INTERNATIONAL CONFERENCE ON MACHINE LEARNING AND APPLICATIONS, ICMLA, 2022, : 567 - 572
  • [4] Reinventing the Rules: Emergent Gameplay for Civic Learning
    Ampatzidou, Cristina
    [J]. HACKABLE CITY: DIGITAL MEDIA AND COLLABORATIVE CITY-MAKING IN THE NETWORK SOCIETY, 2019, : 187 - 203
  • [5] Using Gameplay Patterns to Gamify Learning Experiences
    Fabricatore, Carlo
    Lopez, Ximena
    [J]. PROCEEDINGS OF THE 8TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2014), VOLS 1 AND 2, 2014, : 110 - 117
  • [6] Designing and integrating purposeful learning in gameplay: What will it take to ensure sustainable learning and effectiveness outcomes?
    Barach, Paul
    [J]. ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2021, 69 (01): : 161 - 166
  • [7] Designing and integrating purposeful learning in gameplay: What will it take to ensure sustainable learning and effectiveness outcomes?
    Paul Barach
    [J]. Educational Technology Research and Development, 2021, 69 : 161 - 166
  • [8] Learning Blood Management in Orthopedic Surgery through Gameplay
    Qin, Jing
    Chui, Yim-Pan
    Pang, Wai-Man
    Choi, Kup-Sze
    Heng, Pheng-Ann
    [J]. IEEE COMPUTER GRAPHICS AND APPLICATIONS, 2010, 30 (02) : 45 - 57
  • [9] Gameplay as a Source of Intrinsic Motivation for Individuals in Need of Ankle Training or Rehabilitation
    Nilsson, Niels Christian
    Serafin, Stefania
    Nordahl, Rolf
    [J]. PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS, 2012, 21 (01) : 69 - 84
  • [10] Deep Reinforcement Learning Agents for Decision Making for Gameplay
    Heaton, Jacqueline
    Givigi, Sidney
    [J]. 18TH ANNUAL IEEE INTERNATIONAL SYSTEMS CONFERENCE, SYSCON 2024, 2024,