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Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10267973/ https://www.ncbi.nlm.nih.gov/pubmed/37325756 http://dx.doi.org/10.3389/fpsyg.2023.1176773 |
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author | Vahlo, Jukka Välisalo, Tanja Tuuri, Kai |
author_facet | Vahlo, Jukka Välisalo, Tanja Tuuri, Kai |
author_sort | Vahlo, Jukka |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-10267973 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-102679732023-06-15 Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation Vahlo, Jukka Välisalo, Tanja Tuuri, Kai Front Psychol Psychology 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. Frontiers Media S.A. 2023-05-30 /pmc/articles/PMC10267973/ /pubmed/37325756 http://dx.doi.org/10.3389/fpsyg.2023.1176773 Text en Copyright © 2023 Vahlo, Välisalo and Tuuri. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Vahlo, Jukka Välisalo, Tanja Tuuri, Kai Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation |
title | Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation |
title_full | Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation |
title_fullStr | Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation |
title_full_unstemmed | Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation |
title_short | Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation |
title_sort | informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10267973/ https://www.ncbi.nlm.nih.gov/pubmed/37325756 http://dx.doi.org/10.3389/fpsyg.2023.1176773 |
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