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Understanding the Game-based Learning Experience: A Framework of Frictions Between Design and Play

Published: 04 November 2022 Publication History

Abstract

Games have been used for utilitarian purposes since at least the 1960s, with gamification pursuing game-like experiences in areas such as education, health, and sustainability. While these methods generally attempt to improve life for players, a central and underexplored issue is the friction between a design that wants players to attain a utilitarian outcome, such as learning, and players who often strive for self-directed play. Based on data collected from user testing of a digital serious game and following an inductive process, we created a thematic framework that focuses on the frictions and tensions that may arise between design and player. This framework may be used to understand how players engage holistically with serious games, but also to improve such games to maximize engagement with the content while acknowledging and allowing for player agency and emergent behavior.

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Cited By

View all
  • (2024)Understanding Player Experience in Museum-Based Learning Games: A Mixed-Methods AnalysisSerious Games10.1007/978-3-031-74138-8_14(177-195)Online publication date: 7-Nov-2024
  • (2023)From Traditional to Game-Based Learning of Climate Change: A Media Comparison ExperimentProceedings of the ACM on Human-Computer Interaction10.1145/36110397:CHI PLAY(503-525)Online publication date: 4-Oct-2023
  • (2023)Climate Connected: An Immersive VR and PC Game for Climate Change EngagementCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616053(266-273)Online publication date: 6-Oct-2023

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Information & Contributors

Information

Published In

cover image ACM Other conferences
FDG '22: Proceedings of the 17th International Conference on the Foundations of Digital Games
September 2022
664 pages
ISBN:9781450397957
DOI:10.1145/3555858
This work is licensed under a Creative Commons Attribution International 4.0 License.

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 November 2022

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Author Tags

  1. autonomy
  2. design
  3. framework
  4. game-based learning
  5. gamification
  6. player experience
  7. serious games

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  • Short-paper
  • Research
  • Refereed limited

Funding Sources

  • Maj ja Tor Nesslingin Säätiö
  • Horizon 2020 Framework Programme Marie Sk?odowska-Curie Actions
  • Academy of Finland CoE Programme
  • Academy of Finland Flagship Programme

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FDG22

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2024)Understanding Player Experience in Museum-Based Learning Games: A Mixed-Methods AnalysisSerious Games10.1007/978-3-031-74138-8_14(177-195)Online publication date: 7-Nov-2024
  • (2023)From Traditional to Game-Based Learning of Climate Change: A Media Comparison ExperimentProceedings of the ACM on Human-Computer Interaction10.1145/36110397:CHI PLAY(503-525)Online publication date: 4-Oct-2023
  • (2023)Climate Connected: An Immersive VR and PC Game for Climate Change EngagementCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616053(266-273)Online publication date: 6-Oct-2023

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