Educational Games as a Motivational Tool: Considerations on their
Potential and Limitations
Marcello Passarelli
1 a
, Francesca Maria Dagnino
1 b
, Jeffrey Earp
1 c
, Flavio Manganello
1 d
,
Donatella Persico
1 e
, Francesca Pozzi
1 f
, Chris Bailey
2 g
, Carlo Perrotta
3 h
, Thomas Buijtenweg
4
and Mata Haggis
4 i
1
Institute for Educational Technology, National Research Council of Italy, Via de Marini 6, Genoa, Italy
2
Department of Education, Childhood, and Inclusion, Sheffield Hallam University, Howard Street, Sheffield, U.K.
3
Faculty of Education, Monash University, Ancora Imparo Way 19, Clayton, Australia
4
Academy for Digital Entertainment, Breda University of Applied Sciences, Sibeliuslaan 13, Breda, The Netherlands
{buijtenweg.t, haggis.m}@nhtv.nl
Keywords: Game-based Learning, Motivation, Gamification, Serious Games.
Abstract: There is considerable interest in leveraging video games to support students’ motivation. This involves
employment of educational (serious) and entertainment games. However, while evidence indicates that games
can enhance learning outcomes, doubts persist about whether they retain their enjoyable character in formal
learning contexts. This study was carried out within the H2020 Gaming Horizons project, which involved a
review of academic literature on the role of games in society, as well as 73 semi-structured interviews with
relevant stakeholders, including players and educators, investigating their positions on game-related issues.
The interviews suggested that players tend to view game-based learning and specifically serious games at
school with scepticism. This is partly attributable to the perception that serious games have lower production
values than entertainment games, and that gaming, as a voluntary, self-driven activity, clashes with the
structured nature of school. Some educators reported individual and gender differences in the motivating
power of games. However, the use of entertainment games to foster learning outcomes was seen favourably.
Two focus groups devoted to the issue highlighted the need for carefully tailoring the gaming experience to
both context and student, and the importance of developing a sustainable business model for enhancing serious
games quality.
1 INTRODUCTION
At the beginning of the ‘80s, Thomas W. Malone
published his seminal Ph.D. dissertation addressing
the following questions: “What are the features that
make computer games so captivating?; and “How can
these features be used to make learning, especially
learning with computers, interesting?”. Malone
a
https://orcid.org/0000-0002-7991-8812
b
https://orcid.org/0000-0002-2416-702X
c
https://orcid.org/0000-0001-7075-5992
d
https://orcid.org/0000-0001-7584-939X
e
https://orcid.org/0000-0003-4574-0427
f
https://orcid.org/0000-0002-3592-2131
g
https://orcid.org/0000-0003-1969-5001
h
https://orcid.org/0000-0003-3572-0844
i
https://orcid.org/0000-0001-9619-5268
mostly focused on intrinsic motivation, i.e. “what
makes an activity fun or rewarding for its own sake
rather than for the sake of some external reward”
(Malone, 1981, p.1), and produced a set of guidelines
for designers of what he called “instructional
computer games”. Following Malone’s pioneering
work, much research has been carried out into
computer games, the reasons why they are fun and
330
Passarelli, M., Dagnino, F., Earp, J., Manganello, F., Persico, D., Pozzi, F., Bailey, C., Perrotta, C., Buijtenweg, T. and Haggis, M.
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations.
DOI: 10.5220/0007586503300337
In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU 2019), pages 330-337
ISBN: 978-989-758-367-4
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
engaging, and how we can leverage these
characteristics to motivate people to engage in
learning activities the same way they do with play. In
this endeavour, especially in the last decade, a rich
research strand concerning game-based learning, with
dedicated conferences and journals, has developed, in
part thanks to support and funding from the European
Commission (Perrotta et al., 2017).
The expression “serious games” came into use in
the scientific literature around 2004 to identify games
designed for a purpose other than entertainment
(Ratan and Ritterfeld, 2009). Since its first
appearance, the term’s use has steadily increased. By
the same token, the term gamification, which denotes
the use of game design elements in non-game
context(s) in order to influence user behaviour
(Deterding et al., 2011), started to appear in the
scientific literature around 2009. Very soon it
attracted considerable interest within education and
educational research (Caponetto et al., 2014).
The assumption behind all of this interest is rather
simple: the more an interactive learning environment
is gratifying, interesting and engaging, the more it
motivates the user to stay there, focus on the proposed
tasks, commit to them and work hard to carry them
out successfully. As a consequence, it would also be
more likely to generate learning outcomes than other,
less captivating environments.
While empirical evidence of the effectiveness of
digital games and gamification on learning has
emerged (Clark et al., 2016), at least for students in
formal education, and a number of moderating
variables have been identified, the effects on
motivation are still debated. Studies of individual
serious games claiming positive results in terms of
motivation are countless (e.g., Papastergiou, 2009).
However, Wouters et al’s (2013) meta-analysis of
serious games found that the games they examined
were more effective in terms of learning and retention
than traditional methods, but they were not more
motivating. In addition, there is evidence that
students’ acceptance of video games cannot be taken
for granted (Bourgonjon et al, 2010; Martí-Parreño et
al., 2018).
This study is an attempt to explore motivation in
game based learning by engaging with the main
stakeholders involved: players and teachers. The
starting point of our work was the examination of
themes such as the distinction between intrinsic and
extrinsic motivation, the object of motivation
(motivation to learn and/or to play), and the
unintended effects a teacher may encounter when
introducing game based learning.
Subscribing to Ryan and Deci’s claim that being
motivated means “being moved to do something”
(Ryan and Deci, 2000), we contend that when talking
about motivation in gaming it is essential not to lose
sight of what that “something” actually is, namely
what gaming triggers players to pursue. It may prove
difficult for serious game designers to strike a balance
between motivation to learn, which is their primary
goal, and motivation to play, which is where the
engagement potential comes in. In both serious and
entertainment games, the relationship between (a)
motivation to learn and motivation to play and (b) the
relationship between intrinsic and extrinsic
motivation seem to play a key role in understanding
the conditions needed to harness the motivating
power of games to improve the learning process.
This study challenges the generic assumption that
games support learning because they are motivating
and engaging. The aim is to enrich the body of
knowledge concerning learning with games with a
better understanding of the conditions for games to be
motivating both to play and to learn from.
2 CONTEXT AND METHOD
Gaming Horizons (https://gaminghorizons.eu/) is an
EU-funded project in the Horizon 2020 program that
concluded in January 2018. One of the objectives of
the project was to investigate the influence of video
games and gamification on the individual and society,
considering a variety of perspectives (psychological,
educational, ethical, sociocultural/artistic). The
ultimate aim was to promote alternative framings for
research, practice and policy about video games and
gamification.
In this paper, we will focus specifically on the
outputs of the project concerning the potential of
games and gamification for motivating learning. To
this end, we will concentrate on three phases of the
project. The first is a literature review that allowed us
to get a broad picture of the most influential voices in
social sciences research regarding games. The second
phase entailed one-on-one interviews with various
stakeholders involved in games, including players
and educators, who were the most relevant voices for
the topic of motivation. The third phase consisted of
two three-hour workshops specifically focused on the
topic of games and gamification for learning, where,
through focus groups, we aimed at eliciting
participants’ recommendations for policy makers,
educators, developers, researchers and/or players.
Each phase built on the results of the previous one,
and together they trace a path that helped us identify
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations
331
‘areas of tension’, open questions, critical aspects and
possible solutions in the use of games as motivating
tools.
2.1 Literature Review
The first phase of the project was a systematic
literature review (Persico et al., 2017a). This review
had three main aims: (i) identifying the main social
sciences research trends for video games and
gamification; (ii) highlighting the most influential
contributions and results so as to obtain a broad
overview of the 'state of the art'; (iii) identifying the
recommendations - both explicit and implicit - issued
in those investigations. Taken together, these three
goals can help us in identifying critical aspects of the
use of video games for learning, either because they
are highlighted in the studies themselves, or because
they yield contradictory results, or because they have
been understudied and we lack empirical knowledge
about them. Motivation turned out to be one of these
critical aspects, because several authors have
discussed the surmised motivating power of games,
but conclusive evidence for or against it is not yet
available. The first step of the review consisted in
collecting all the journal papers concerning games
and gamification published since 2010 and indexed
on Scopus and/or Web of Science. The contributions
were retrieved using sets of keywords specifically
targeting three social sciences perspectives,
('psychological', 'educational', and 'ethical'; for more
details, see Persico et al., 2017a).
This strategy led to the retrieval of 9,157 papers
(after elimination of duplicates), whose keywords
were analysed in terms of frequency and co-
occurrence in order to inform goal (i). Since the large
number of contributions made complete examination
unfeasible, only a subset of papers was used to inform
goals (ii) and (iii). The goal pursued in selecting this
subset was to identify the most 'influential' papers by
using year-adjusted citation rates as a proxy for
impact. Only papers one standard deviation or more
above the mean citation rate of their publication year
(for the full set of papers) were retained in the
restricted subset (n=674). A subsequent manual
selection of papers through abstract reading led to a
final set of 47 literature reviews and meta-analyses,
which were then read and coded according to a
codebook.
2.2 Interviews with Stakeholders
The second phase consisted in 73 one-on-one
interviews with stakeholders involved with video
games (Persico et al., 2017b). The stakeholders
included 30 game developers, 4 policy makers
involved with games, 14 researchers, 13 players, and
12 educators with experience in using games /
gamification in class, all recruited through purposeful
sampling. In this paper we will focus on the last two
groups, who contributed the most to our
understanding of games as motivational tools.
The interviews were semi-structured and the
participants were asked to talk about a wide range of
topics connected to games according to the ‘expert
interview’ method (Bogner et al., 2009). The
interviews were carried out online and were assisted
by the use of visual stimuli in which selected
keywords were presented to the interviewees. These
were derived from the literature review and
represented areas of interest in the study of video
games and gamification. Participants were free to
draw on these visual stimuli to guide their thoughts
about games. The interviews had no set duration, but
most lasted from 60 to 90 minutes. They were
recorded, transcribed, and coded top-down according
to a Codebook. Interviews were analysed
qualitatively using the ‘Framework Method’ (Ritchie
and Spencer, 1994).
2.3 Focus Groups
The third phase consisted in fifteen workshops
involving different groups of informants and experts.
In most of these events, we used focus groups to elicit
critical considerations on the knowledge collected
during the previous phases of the project, and to
produce recommendations for policy makers,
educators, developers, researchers and/or players.
Each focus group considered a specific Area of
Tension (AoT), that is, a topic on which contrasting
positions were collected through the literature review
and/or the interviews.
The workshops were held in the UK and Italy,
involving 206 stakeholders. The motivating power of
games was specifically discussed during two of the
workshops. The first took place in Naples and
involved a group of six researchers in Technology
Enhanced Learning and policy makers, while the
second took place in Milan and was attended by a
group of ten secondary school teachers. Focus groups
were analysed with an inductive approach,
specifically searching for explicit and/or latent
recommendations.
CSEDU 2019 - 11th International Conference on Computer Supported Education
332
3 RESULTS
3.1 Literature Review
The Gaming Horizons literature review (Persico et
al., 2017a) looked at how the implications both
positive and negative of gaming where seen in
different research fields. In the case of the
relationships between gaming, player motivation and
learning, our focus spanned across education and
psychology research output (18 and 26 papers,
respectively). Much of the education-oriented
research in this set centred on gaming in formal
contexts.
As the literature review conducted by Connolly et
al., (2012) confirmed, research studies into player
responses to entertainment games have
predominantly focused on learning impact, as well as
affective and motivational outcomes. However,
motivation, engagement and enjoyment are closely
intertwined in much games-related research, and in
many cases they are neither well defined nor clearly
differentiated in the literature. Sometimes, they are
conflated and treated almost interchangeably (Boyle
et al., 2016). This inhibits efforts to gain a clearer
understanding of the effective connections and
interrelations between gameplay, motivation and
learning outcomes. Indeed, efforts to clarify the
motivation-learning relationship in gaming need to
come to terms with different types and facets of
motivation, which, at a personal level, can be varied
and multiple (Yee, 2006).
One distinction of particular significance here is
that between intrinsic and extrinsic motivation, which
are widely held to fuel learning in significantly
different ways and to different extents (Ryan and
Deci, 2000). In formal education contexts,
participation in gameful activities is more often than
not compulsory. This condition potentially shifts
player motivation towards the extrinsic end of the
spectrum and is in contrast with what many believe to
be a fundamental condition for true gamefulness,
namely voluntary participation (McGonigal, 2011).
The question of intrinsic vs. extrinsic motivation also
arises with regard to challenge and competition as
ingredients of game based learning (see below). Here,
gamification frequently comes into criticism for
applying crude strategies (“pointsification”) to
motivate participants extrinsically, rather than by
making challenge an integral part of engaging
gameplay experiences (Seaborn and Fels, 2015).
Lastly, the meta-analysis that Wouters et al.
(2013) conducted into the cognitive and motivational
results of serious gaming found that while serious
gameplay leads to better learning and retention than
traditional teaching methods, it is not actually more
motivating. This finding appears to clash with the
foundational assumptions of game based learning but
at the same time it’s worth noting that it resonates
with positions expressed elsewhere in Gaming
Horizons (e.g. Haggis et al., 2018). These question
whether serious games of the kind that have been
most commonly adopted in formal education actually
offer the type of high-quality, engaging digital
gameplay that many of today’s learners now associate
with and expect of video gaming per se.
The picture is also variegated regarding
gamification, (Deterding et al., 2011). In their review
of empirical evidence of gamification outcomes,
Hamari et al., (2014) note that education and learning
is the area of application most commonly investigated
in gamification research. And while they find
generally positive outcomes for participant-perceived
motivation, the also find the risk for undue distraction
from learning objectives and, significantly,
participant stress related to the competitiveness
inherent in many gamified learning implementations.
Competition is generally considered an important
ingredient for fostering player motivation in gaming
generally (e.g. Boyle et al., 2016). At the same time,
however, Abdul Jabbar and Felicia (2015) note that in
Role Play Games (RPGs) competition often coexists
with collaboration. They posit that the combination of
the two fosters motivation, although they find that
sometimes this is more motivation to play than
motivation to learn. In their study of collaboration in
games, Kong et al., (2012) report a somewhat similar
outcome, namely that while collaboration seems to
increase motivation, it does not necessarily translate
into improved learning outcomes.
3.2 Interviews with Stakeholders
In general, the players we interviewed recognized the
learning potential of both games and gamification.
The players believe that this potential is not limited to
disciplinary knowledge: they think games can help
develop transversal skills such as problem solving
and decision making.
However, when talking about games’ potential for
motivating students, player interviewees were
somewhat skeptical. This skepticism was directed
especially towards serious games, which were
characterized as being far less engaging than
commercial video games, to the point of not being fun
at all (“Playing educational games that try and gamify
learning, I think they really missed the mark, because
they’re not fun.”). This lack of engagement is the
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations
333
result of both a general lack of polish (“young people
nowadays are so used to a certain kind of gaming
experience, that if you put in front of them a different
kind, one that is seen as old, as simplified, as ugly [...]
you don’t engage them”), and the paradoxical result
of unmet expectations (“labelling a game as
something which is designed to be educational and
wholesome [...] turns people off”). In fact, for some
players, the very act of designing games for an
explicitly educational purpose limits their potential
for fun and engagement (“stop making educational
games immediately. Make games which happen to
teach you, not educational games”). Additionally,
since players have different tastes in terms of genres
and themes, it may be impossible to design a game
that appeals to an entire cohort of learners (“people
have different tastes and like movies, sometimes you
don’t want to sit down and watch action movies”).
The players, however viewed somewhat more
favourably the use of commercial off-the-shelf video
games for a learning purpose (e.g. “[Portal 2] is a
perfect example of what, in my opinion, should be
done [...] it’s a game in which you have to think”).
Regarding the side effects of using video games at
school, players were very positive about the
competitive aspects of games, reporting that
competition in a video game is less frustrating than
competition outside of the game (“where competition
takes place in a space where everyone is able to opt
in or opt out, as in a game, I think it’s very healthy”).
At the same time, they highlighted the potential of
games for teaching collaboration (“I’m always
impressed by how in League [of Legends] you’re on
five man teams and you have to immediately come up
with some sort of teamwork and communication […]
in order to actually win.”).
Similarly to players, educators expressed their
confidence in the positive impact games can have on
learning, but, at the same time, some obstacles were
highlighted as to their application in a formal context,
particularly regarding the constraints posed by school
organization. The sample of interviewees included a
certain number of teachers who had gained solid
experience in Game Based Learning (GBL) while
others were still exploring the potential of games. The
position of the teachers belonging to this second
group tended to be more enthusiastic, without a
critical in-depth analysis of the multiple implications
of using games.
The power of digital games is seen not only in
their capability to engage and motivate but also as
medium able to support situated and interactive
learning experiences. In the interviews, some
educators referred to the “intrinsically motivating
nature” of games and playing, while others expressed
the belief that their motivational power stems from
the fact that games use a language that is part of the
daily experience of students or from the
innovativeness of the medium. Nevertheless, in more
than one case, educators stressed that games should
not be seen as a motivational panacea. In their view,
games shouldn't be adopted as the last chance for
motivating hard-to-reach students, and students’
acceptance shouldn't be taken for granted, especially
when gaming is presented as a compulsory activity
(“as soon as you try to put students into the setting of
having to play a game for learning […] they then start
to dislike this thought”) or when the games have a
playful/gameful dimension that is just a layer added
to conventional instructional interactions (“When
they realise that they are not playing a game, they are
making the same exercises again and again and again,
then they get disappointed”).
Another important point raised by educators is the
acknowledgment of existing individual differences at
motivational level and their relation with game
mechanics (“We are using a lot of different game
mechanics, game dynamics, to make sure that we
motivate everyone”). Some interviewees also cite
gender differences in relation to the motivational
aspects of gaming in general and different games
types and genres. In particular, boys seem more
motivated by playing commercial games, while girls
seem more open to applied games, and especially
puzzle games, or coding experiences (“my boys
always engage more with the commercial games. And
they didn’t always like the Maths games or Science
games, because it just didn’t feel like real game to
them […]. But the girls, they did, and the puzzle
problems on Nintendos and things, they liked them”).
Games seem to have a double-edged effect also from
the social viewpoint: while for one educator games
reinforce relationships between boys and girls in
class, for others the fact that girls succeed in playing
can produce frustration in boys.
Motivation is also analysed in relation to game
mechanics; some educators, similarly to the players,
consider both collaboration and competition as
motivational boosts (“there are two aspects that
stimulate motivation: one is competition [...] and then
there’s the cooperative side that encourages and
fosters learning”), while others are afraid of the
impact of competition on their students (“competition
is something we’d rather not go into. There’s a lot of
other ways to motivate”).
The debate about intrinsic and extrinsic
motivation was only touched on lightly in the
interviews. While one teacher highlighted the
CSEDU 2019 - 11th International Conference on Computer Supported Education
334
potential of games (“once they realised that what
we’re trying to teach them actually was applicable in
a setting that they were really engaged in [...], we
could then go back to our regular school books -
boring, unsexy school books - and then they would
actually carry this enthusiasm and this willingness to
learn”) others were afraid that game mechanics could
increase time on task when studying, but not a real
motivation to learn.
It is worth pointing out that both educators and
players believe that the former should increase their
game literacy in order to better leverage games in
support of learning. In this sense teachers call for
more training opportunities and the introduction of
policies at institutional and national levels.
3.3 Focus Groups
In two of the Gaming Horizons workshops, the area
of tension concerning the motivating power of games
was proposed as a theme for two focus groups using
a challenging format “The surmised motivating
power of games (are games REALLY motivating?)”,
and participants were provided with some excerpts
from the literature review and the interviews to
trigger the discussion.
As to the teachers, we collected different positions
and attitudes, in some cases related to different level
of experience in the field of GBL. One teacher agreed
that students could feel ‘cheated’ by the use of games
to deliver disciplinary content. Moreover, some
teachers agreed that proposing game based activities
as compulsory can be detrimental for motivation
because it deprives the experience of spontaneity and
cancels individual differences.
Others, on the contrary, had tried using games
(and gamification) in their classes and reported quite
positive experiences. Some teachers consider the
application of game mechanics to the classroom
setting more effective than the use of full-fledged
video games. Kahoot proved to be very popular
among the participants who, however, still tried to
involve students in quiz preparation so that they need
to study the topic before the lesson. Finally, game
making using applications such as Scratch was
considered more motivating than simple playing.
One critical issue raised was the impact of
competition at individual level. As with the results of
previous phases, competition is seen as a double-
edged sword: it can be motivating for competitive
students as well frustrating for students who struggle
to reach the results of their classmates. In this sense,
teachers suggest preferring group competition to the
individual variety.
The issue of extrinsic and intrinsic motivation was
raised by researchers in relation to gamification and
Massive Open Online Courses (MOOCS). According
to them, gamification in MOOCs can affect
motivation at different levels in relation to the
mechanics applied. For example, extrinsic motivation
can be pushed through elements like points or
leaderboards, but other aspects can work on intrinsic
motivation (e.g., supporting self-regulating learning
by providing learners with the opportunity to choose
their own learning path or supporting reflection).
4 DISCUSSION
The Gaming Horizons project evidenced a number of
critical aspects and open questions regarding the
motivational power of games.
The chief issue addressed emerged at several
points in our investigation: the concern that
employing games for educational purposes can
actually limit their intrinsic motivating potential, as it
contrasts with the spontaneous and recreational
character of play. This problem was clearly stated by
some of the players we interviewed and concerned
serious games especially, since in serious games the
educational intent is more overt and the technical
quality generally lower. Responses were more
positive when considering entertainment games used
for educational purposes. Teachers too showed
awareness of these problems, reporting that students
resent the use of games whose playful component
actually masks typical learning activities, so much so
that they also prefer the use of entertainment games.
Relatedly, players and educators agreed that gaming
should not become a mandatory activity in schools,
and should be presented as an alternative to other
learning activities. The reason for this is that playing
is characterized by a certain degree of spontaneity and
self-determination: forcing people to play a game
risks antagonizing students and depriving the activity
of its potential for fun. Additionally, making gaming
a mandatory activity ignores individual differences:
our investigations revealed how players differ widely
in terms of preferences, and there is the possibility
that gender plays a role in that. Previous research on
players’ attitudes towards video games for learning
(Martí-Parreño et al., 2017; Bourgonjon, et al., 2010)
suggests that media affinity is a factor in favour of
acceptance of game based learning. Our results do not
align with these findings, but we suggest that there
may be a ‘sweet spot’ of familiarity with the medium
that makes the potential for engagement higher:
individuals who play video games casually may have
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations
335
just enough familiarity with games not to be
intimidated by them. Experienced video game players
such as those we interviewed, on the other hand, are
probably used to high production values and highly
engaging games, and may be more difficult to entice
with relatively simple game mechanics and modest
graphics.
An additional risk arises when the games used for
teaching incorporate an element of competition:
while this increases engagement and motivation, it
can prove stressful for some individuals. The players
we interviewed viewed competition somewhat
favourably, but we recruited individuals that spend a
significant amount of their free time playing.
Therefore, we probably selected for people who are
comfortable in competitive settings. The teachers,
instead, tended to be very cautious in introducing
competition in their classrooms, where they would
rather see collaboration prevail. Careful consideration
of the game mechanics employed, and how they may
affect students, should be a necessary step in
designing a teaching activity centred on gaming or
gamification.
Lastly, both stakeholder groups agreed that any
educator considering using games for learning should
have extensive knowledge of the medium, and that
teacher training for the use of games should be
provided at the institutional level.
5 CONCLUSIONS
The present work has several limitations, mainly due
to the timing constraints imposed by the project. By
its nature, the literature review cannot be considered
comprehensive, focusing as it does on ‘mainstream’
contributions. Nevertheless, it probably accurately
represents the broader trends in educational research,
i.e. those that are most visible and impactful on
professionals that are not experts in the field.
Regarding the interviews, their main limit resides in
the wide variety of the themes explored: some
interviewees talked about games as motivational tools
for a relatively short time, while focusing more on
other topics. At the same time, they provided useful
first-hand experiences, and evidence for aspects of
games and motivation that are often referenced in
literature, but rarely backed with data. The focus
groups, comparatively, were narrower in scope and
longer in duration, leading to focused and extensive
conversations resulting in recommendations.
Lastly, our work presents the same limitation we
mentioned regarding previous studies in the literature
review: it is sometimes unclear what our participants
meant by the term ‘motivation’. In the case of players,
we could not expect them, on their own, to make the
fine distinction between motivation, engagement and
enjoyment. In the case of educators, they sometimes
explicitly distinguished between intrinsic and
extrinsic motivation, but the target of motivation (to
learn or to play) was not always as explicit.
Future work should focus on further exploring
how individual differences impact on the
motivational power of games. Additionally, there is a
clear need for a learning design framework for game-
based learning, one that takes context into careful
consideration, that clearly maps game mechanics and
contents to learning objectives, and that considers
video games and gamified systems as resources
supporting activities that, while remaining non-
compulsory, can enrich the learning experience for
the individuals they resonate with.
ACKNOWLEDGEMENTS
The Gaming Horizon project has received
funding from the European Union's Horizon 2020
research and innovation programme under grant
agreement No 732332. If any, should be placed
before the references section without numbering.
REFERENCES
Abdul Jabbar, A. I, and Felicia, P. (2015). ‘Gameplay
engagement and learning in game-based learning: A
systematic review’, Review of Educational Research,
85(4), pp.140. http://doi.org/10.3102/
0034654315577210
Bogner, A., Littig, B. and Menz, W. (eds.) (2009).
Interviewing Experts. Basingstoke: Palgrave
Macmillan.
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp,
J., Ott, M., Pereira, J. (2016). ‘An update to the
systematic literature review of empirical evidence of
the impacts and outcomes of computer games and
serious games’, Computers and Education, 94, pp.178
192. http://doi.org/10.1016/j.compedu.2015.11.003
Bourgonjon, J., Valcke, M., Soetaert, R. and Schellens, T.
(2010). ‘Students’ perceptions about the use of video
games in the classroom’, Computers and Education,
54(4), pp.11451156. http://doi.org/10.1016/
j.compedu.2009.10.022
Caponetto, I., Earp, J. and Ott, M. (2014). ‘Gamification
and Education: A Literature Review’, Proceedings of
the European Conference on Games Based Learning,
1(2009), pp.5057. http://doi.org/10.13140/
RG.2.1.1181.8080
CSEDU 2019 - 11th International Conference on Computer Supported Education
336
Clark, D. B., Tanner-smith, E. E. and Killingsworth, S.
(2016). ‘Digital games, design, and learning: A
systematic review and meta-analysis’, Review of
Educational Research, 86(1), pp.117. http://doi.org/
10.3102/0034654315582065
Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T.,
and Boyle, J. M. (2012). ‘A systematic literature review
of empirical evidence on computer games and serious
games’, Computers and Education, 59(2), pp.661686.
http://doi.org/10.1016/j.compedu.2012.03.004
Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011).
‘From game design elements to gamefulness: Defining
gamification’, Proceedings of the 15th International
Academic MindTrek Conference on Envisioning Future
Media Environments - MindTrek ’11, Tampere,
Finland, 28-30 September 2011, pp.911.
http://doi.org/10.1145/2181037.2181040
Haggis, M., Perrotta, C., Persico, D., Bailey, C., Earp, J.,
Dagnino, F., Passarelli, M. Manganello, F. Pozzi, F. and
Buijtenweg, T. (2018). A Manifesto for European Video
Games. Rome, Italy: CNR Edizioni. https://doi.org/
10.17471/54006
Hamari, J., Koivisto, J. and Sarsa, H. (2014). ‘Does
gamification work? -- A literature review of empirical
studies on gamification’, 2014 47th Hawaii
International Conference on System Sciences,
Waikoloa, HI, USA, 6-9 January 2014, pp.30253034.
http://doi.org/10.1109/HICSS.2014.377
Kong, J. S.-L., Kwok, R. C.-W., and Fang, Y. (2012). ‘The
effects of peer intrinsic and extrinsic motivation on
MMOG game-based collaborative learning’,
Information and Management, 49(1), pp.19.
http://doi.org/10.1016/j.im.2011.10.004
Malone, T. W. (1980). ‘What makes things fun to learn?
heuristics for designing instructional computer games’,
Proceedings of the 3rd ACM SIGSMALL symposium
and the first SIGPC symposium on Small systems -
SIGSMALL ’80, Palo Alto, CA, USA, 18-19 September
1980, pp.162169. http://doi.org/10.1145/
800088.802839
Martí-Parreño, J., Galbis-Córdova, A. and Miquel-Romero,
M. J. (2018). ‘Students’ attitude towards the use of
educational video games to develop competencies’,
Computers in Human Behavior, 81. http://doi.org/
10.1016/j.chb.2017.12.017
McGonigal, J. (2011). Reality is broken: Why games make
us better and how they can change the world. New
York: The Penguin Press.
Papastergiou, M. (2009). ‘Digital game-based learning in
high school computer science education: Impact on
educational effectiveness and student motivation’,
Computers and Education, 52(1), pp.1-12.
https://doi.org/10.1016/j.compedu.2008.06.004
Perrotta, C., Bailey, C., and Rider, J. (2017). Critical
analysis report of H2020 documentation. Gaming
Horizons Deliverable D2.2, retrieved from
https://www.gaminghorizons.eu/deliverables/
Passarelli, M., Earp, J., Dagnino, F., Manganello, F.,
Persico, D., Pozzi, F., Buijtenweg, T., Haggis, M.,
Bailey, C. and Perrotta, C. (2018). ‘Library Not Found
- The Disconnect between Gaming Research and
Development’, Proceedings of the 10th International
Conference on Computer Supported Education
(CSEDU 2018) - Volume 2, Funchal, Portugal, 15-17
March 2018, pp.134-141. https://dx.doi.org/10.5220/
0006773601340141
Persico, D., Bailey, C., Buijtenweg, T., Dagnino, F. M.,
Earp, J., Haggis, M., Manganello, F., Passarelli, M.;
Perrotta, C. and Pozzi, F. (2017a). Systematic Review
and Methodological Framework, Gaming Horizons
Deliverable D2.1. Available at:
http://www.gaminghorizons.eu/wp-content/uploads/
sites/18/2017/05/D2.1-State-of-the-Art-Literature-
review.pdf
Persico, D., Dagnino, F. M., Earp, J., Manganello, F.,
Passarelli, M., Pozzi, F., Haggis, M. Buijtenweg, T.,
Perrotta, C. and Bailey, C. (2017b). Report on
interviews with experts and informants, Gaming
Horizons Deliverable D2.3. Available at:
https://www.gaminghorizons.eu/wp-content/uploads/
sites/18/2017/09/D2.3_Interviews-report.pdf
Persico, D., Passarelli, M., Dagnino, F., Manganello, F.,
Earp, J. and Pozzi, F. (2018). ‘Games and Learning:
Potential and Limitations from the Players’ Point of
View’. In Gentile, M. et al. (eds.) GALA 2018, LNCS
11385, Cham: Springer.
Ratan, R. and Ritterfeld, U. (2009). ‘Classifying serious
games’, Serious Games: Mechanisms and Effects,
pp.1024. http://doi.org/10.4324/9780203891650
Ryan, R. M. and Deci, E. L. (2000). ‘Intrinsic and Extrinsic
Motivations: Classic Definitions and New Directions’,
Contemporary Educational Psychology, 25(1), pp.54
67. http://doi.org/10.1006/ceps.1999.1020
Seaborn, K. and Fels, D. I. (2015). ‘Gamification in theory
and action: A survey’, International Journal of Human-
Computer Studies, 74, pp.1431. http://doi.org/
10.1016/j.ijhcs.2014.09.006
Spencer, L. and Ritchie, J. (2002). ‘Qualitative data
analysis for applied policy research’. In Bryman, A. and
Burgess, R. G. (eds.) Analyzing qualitative data.
London: Routledge.
Wouters, P., van Nimwegen, C., van Oostendorp, H. and
van der Spek, E. D. (2013). ‘A meta-analysis of the
cognitive and motivational effects of serious games’,
Journal of Educational Psychology, 105(2), pp.249
265. http://doi.org/10.1037/a0031311
Yee, N. (2006). ‘Motivations for play in online games’.
CyberPsychology and Behavior, 9(6), pp.772775.
http://doi.org/10.1089/cpb.2006.9.772
Educational Games as a Motivational Tool: Considerations on their Potential and Limitations
337