A1 Vertaisarvioitu alkuperäisartikkeli tieteellisessä lehdessä

Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation




TekijätVahlo Jukka, Välisalo Tanja, Tuuri Kai

KustantajaFrontiers Media S.A.

Julkaisuvuosi2023

JournalFrontiers in Psychology

Tietokannassa oleva lehden nimiFRONTIERS IN PSYCHOLOGY

Lehden akronyymiFRONT PSYCHOL

Artikkelin numero 1176773

Vuosikerta14

Sivujen määrä18

ISSN1664-1078

eISSN1664-1078

DOIhttps://doi.org/10.3389/fpsyg.2023.1176773

Verkko-osoitehttps://www.frontiersin.org/articles/10.3389/fpsyg.2023.1176773/full

Rinnakkaistallenteen osoitehttps://research.utu.fi/converis/portal/detail/Publication/180003964


Tiivistelmä

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.


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Last updated on 2024-26-11 at 10:21