A systematic literature review of empirical evidence on computer games and serious games

Resource type
Journal Article
Authors/contributors
Title
A systematic literature review of empirical evidence on computer games and serious games
Abstract
This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.
Publication
Computers & Education
Volume
59
Issue
2
Pages
661-686
Date
9/2012
Journal Abbr
Computers & Education
Language
en
ISSN
03601315
Accessed
27/09/2022, 11:44
Library Catalogue
DOI.org (Crossref)
Citation
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004
Instructional domain (subject)
Education Level and Type
School or home
Learning Approach
Teacher Pedagogy
Quality of research
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