Abstract:There is a growing interest in understanding how to best represent complexity using IDNs. We conceptualize this as the aim to make players of such IDNs reflect critically on the complexity being represented. We argue that current understandings of player experience do not lend themselves to this aim. Research on interactive media has assumed immersion to be a universal positive for the player experience. However, in this article we argue that immersion into the Magic Circle of an IDN could be antagonistic to a… Show more
“…However, working towards a shared understanding of what makes games work for educational contexts could elevate the field. The recent literature review on how game design makes players critically reflect on the games they play is an example of such a library of game design choices [67]. However, due to only three out of 23 studies assessing motivation, we found the evaluation of digital games as an intrinsically motivated activity primarily lacking.…”
Section: Effectiveness Of Dgbl In Promoting Knowledge Acquisitionmentioning
Digital game-based learning (DGBL) aims to harness the intrinsically motivating nature of video games to increase engagement in education. The rising field of DGBL research has consistently shown increased knowledge acquisition for DGBL compared to traditional teaching methods. However, concerns about the methodological rigor of the research have been issued. In the current work, we aimed to synthesize and evaluate the literature on primary and secondary education to identify and address the current state of knowledge and issues in the field. First, we aimed to synthesize the effectiveness in knowledge acquisition and engagement of DGBL compared to traditional teaching methods. We specifically synthesized motivational outcomes to address the claim that DGBL enhances knowledge acquisition through increased motivation. Second, we systematically evaluated the included studies on critical methodological aspects to identify current issues and provide a measure to qualify the findings of knowledge acquisition and motivation. Studies consistently showed DGBL to be more effective than traditional teaching methods in promoting knowledge acquisition. However, we found high heterogeneity in methodological rigor, with only a quarter of the studies displaying high-quality evidence. Furthermore, only three of the 23 studies measured motivational outcomes. In conclusion, we comprehensively identified methodological shortcomings in the literature, such as lack of transparency, and proposed guidelines for future research to increase the validity of findings and advance the field.
“…However, working towards a shared understanding of what makes games work for educational contexts could elevate the field. The recent literature review on how game design makes players critically reflect on the games they play is an example of such a library of game design choices [67]. However, due to only three out of 23 studies assessing motivation, we found the evaluation of digital games as an intrinsically motivated activity primarily lacking.…”
Section: Effectiveness Of Dgbl In Promoting Knowledge Acquisitionmentioning
Digital game-based learning (DGBL) aims to harness the intrinsically motivating nature of video games to increase engagement in education. The rising field of DGBL research has consistently shown increased knowledge acquisition for DGBL compared to traditional teaching methods. However, concerns about the methodological rigor of the research have been issued. In the current work, we aimed to synthesize and evaluate the literature on primary and secondary education to identify and address the current state of knowledge and issues in the field. First, we aimed to synthesize the effectiveness in knowledge acquisition and engagement of DGBL compared to traditional teaching methods. We specifically synthesized motivational outcomes to address the claim that DGBL enhances knowledge acquisition through increased motivation. Second, we systematically evaluated the included studies on critical methodological aspects to identify current issues and provide a measure to qualify the findings of knowledge acquisition and motivation. Studies consistently showed DGBL to be more effective than traditional teaching methods in promoting knowledge acquisition. However, we found high heterogeneity in methodological rigor, with only a quarter of the studies displaying high-quality evidence. Furthermore, only three of the 23 studies measured motivational outcomes. In conclusion, we comprehensively identified methodological shortcomings in the literature, such as lack of transparency, and proposed guidelines for future research to increase the validity of findings and advance the field.
“…In addition to these scale versions, Haider et al [25] developed the PXI bench, an online tool for the analysis and comparison of PXI response data, which can be accessed on the PXI's official website. 1 However, no additional investigation into the psychometric quality of the PXI has occurred since the original validation. Thus, there is a need for additional validation of the PXI to see if the initial evidence for the scale's quality can be reproduced.…”
Section: Construct Definitionmentioning
confidence: 99%
“…This warrants further theoretical and methodological investigation of whether a lack of awareness of one's surroundings is an aspect of immersion or should constitute an alternative construct, such as absorption. Although recent literature has attempted to increase the clarity for the immersion construct [1] and other similar constructs concerning psychological absorption in a task [34], there remains more work to be done in regards to a more consistent definition of what immersion entails.…”
Section: Challenges Of the Immersion Constructmentioning
Measuring the subjective experience of digital game players is essential to player experience research. Recently, the Player Experience Inventory (PXI) was developed, which assesses both functional and psychosocial consequences of digital gameplay. We present a pre-registered independent online study with a large sample to provide additional evidence of psychometric quality for the PXI. Responses from 1518 participants were collected, rating a recent or memorable experience playing a digital game using the PXI and related measures. While our results from standard psychometric reliability and validity analyses generally favored the PXI, we also identified challenges with the immersion construct. Further, we find a ten-factor model, or alternatively, an 11-factor should enjoyment be measured, to fit our collected data best. In sum, the PXI is a valuable tool to measure a variety of constructs central to player experience.
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