TY - GEN
T1 - Examining the Impact of Gamification on Utility Value and Learning Performance
AU - Boehlke, Eva
AU - Huber, Stefan E.
AU - Kiili, Kristian
AU - Ninaus, Manuel
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
PY - 2026
Y1 - 2026
N2 - Motivation is crucial for successful learning. Based on the Expectancy-Value Theory, this study investigated whether gamification enhances specific motivational constructs, particularly utility value, and how these relate to cognitive learning outcomes. We hypothesized that a gamified associative learning task would increase motivational aspects compared to a non-gamified version, and that higher motivation would predict better learning outcomes in adult learners. Contrary to our hypothesis, no significant group mean differences in motivation emerged. However, regression analyses revealed that self-concept and subcomponents of utility value significantly predicted cognitive learning outcomes. The minimal gamification elements and limited real-world relevance of the highly controlled learning task may partly explain the lack of motivational effects. We suggest future research explore gamification designs with stronger narrative connections, emphasizing real-life relevance or enhanced narrative transportation, and use more nuanced, context-sensitive measures of utility value to capture present-oriented utility.
AB - Motivation is crucial for successful learning. Based on the Expectancy-Value Theory, this study investigated whether gamification enhances specific motivational constructs, particularly utility value, and how these relate to cognitive learning outcomes. We hypothesized that a gamified associative learning task would increase motivational aspects compared to a non-gamified version, and that higher motivation would predict better learning outcomes in adult learners. Contrary to our hypothesis, no significant group mean differences in motivation emerged. However, regression analyses revealed that self-concept and subcomponents of utility value significantly predicted cognitive learning outcomes. The minimal gamification elements and limited real-world relevance of the highly controlled learning task may partly explain the lack of motivational effects. We suggest future research explore gamification designs with stronger narrative connections, emphasizing real-life relevance or enhanced narrative transportation, and use more nuanced, context-sensitive measures of utility value to capture present-oriented utility.
KW - Expectancy-Value Theory
KW - Gamified Learning
KW - Utility Value
UR - https://www.scopus.com/pages/publications/105027569697
U2 - 10.1007/978-3-032-11043-5_38
DO - 10.1007/978-3-032-11043-5_38
M3 - Conference contribution
AN - SCOPUS:105027569697
SN - 9783032110428
T3 - Lecture Notes in Computer Science
SP - 381
EP - 386
BT - Games and Learning Alliance - 14th International Conference, GALA 2025, Proceedings
A2 - Bakkes, Sander
A2 - Bellotti, Francesco
A2 - Dondio, Pierpaolo
A2 - Ninaus, Manuel
A2 - Wannick, Vanissa
A2 - Bucchiarone, Antonio
PB - Springer
T2 - International Conference on Games and Learning Alliance
Y2 - 19 November 2025 through 21 November 2025
ER -