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...

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Main Authors: Jukka Vahlo, Tanja Välisalo, Kai Tuuri
Format: Article
Language:English
Published: Frontiers Media S.A. 2023-05-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1176773/full
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author Jukka Vahlo
Tanja Välisalo
Kai Tuuri
Kai Tuuri
author_facet Jukka Vahlo
Tanja Välisalo
Kai Tuuri
Kai Tuuri
author_sort Jukka Vahlo
collection DOAJ
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.
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spelling doaj.art-ba44fa5c575c4eea897306ac003889ec2023-06-01T10:43:47ZengFrontiers Media S.A.Frontiers in Psychology1664-10782023-05-011410.3389/fpsyg.2023.11767731176773Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivationJukka Vahlo0Tanja Välisalo1Kai Tuuri2Kai Tuuri3Centre for Collaborative Research, School of Economics, University of Turku, Turku, FinlandDepartment of Music, Art and Culture Studies, University of Jyväskylä, Jyväskylä, FinlandDepartment of Music, Art and Culture Studies, University of Jyväskylä, Jyväskylä, FinlandFaculty of Education and Psychology, University of Jyväskylä, Jyväskylä, FinlandEducational 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.https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1176773/fullinformal learningnon-educational gamesgameplay motivationwellbeing outcomesself-determination
spellingShingle Jukka Vahlo
Tanja Välisalo
Kai Tuuri
Kai Tuuri
Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
Frontiers in Psychology
informal learning
non-educational games
gameplay motivation
wellbeing outcomes
self-determination
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 informal learning
non-educational games
gameplay motivation
wellbeing outcomes
self-determination
url https://www.frontiersin.org/articles/10.3389/fpsyg.2023.1176773/full
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