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

Daniel Fernandez Galeote, Marius Diamant, Kristofers Volkovs, Chubo Zeko, Mattia Thibault, Zampeta Legaki, Juho Hamari

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

2 Citations (Scopus)
14 Downloads (Pure)

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.
Original languageEnglish
Title of host publicationProceedings of the 17th International Conference on the Foundations of Digital Games
EditorsKostas Karpouzis, Stefano Gualeni, Johanna Pirker, Allan Fowler
PublisherACM
Pages1-4
ISBN (Electronic)978-1-4503-9795-7
DOIs
Publication statusPublished - 2022
Publication typeA4 Article in conference proceedings
EventInternational Conference on the Foundations of Digital Games - Athens, Greece
Duration: 5 Sept 20228 Sept 2022
Conference number: 17

Conference

ConferenceInternational Conference on the Foundations of Digital Games
Abbreviated titleFDG
Country/TerritoryGreece
CityAthens
Period5/09/228/09/22

Publication forum classification

  • Publication forum level 1

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