Examining the Impact of Gamification on Utility Value and Learning Performance

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationGames and Learning Alliance - 14th International Conference, GALA 2025, Proceedings
EditorsSander Bakkes, Francesco Bellotti, Pierpaolo Dondio, Manuel Ninaus, Vanissa Wannick, Antonio Bucchiarone
PublisherSpringer
Pages381-386
Number of pages6
ISBN (Print)9783032110428
DOIs
Publication statusPublished - 2026
Publication typeA4 Article in conference proceedings
EventInternational Conference on Games and Learning Alliance - Utrecht, Netherlands
Duration: 19 Nov 202521 Nov 2025

Publication series

NameLecture Notes in Computer Science
Volume16307 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

ConferenceInternational Conference on Games and Learning Alliance
Country/TerritoryNetherlands
CityUtrecht
Period19/11/2521/11/25

Keywords

  • Expectancy-Value Theory
  • Gamified Learning
  • Utility Value

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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