A systematic literature review of empirical evidence on computer games and serious games
Contenu
Titre
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
Créateur
Thomas M. Connolly
Elizabeth A. Boyle
Ewan MacArthur
Thomas Hainey
James M. Boyle
Sujet
Computer games
Engagement
Learning
Serious games
Skill enhancement
Résumé
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.
volume
59
numéro
2
pages
661-686
Date
September 1, 2012
Titre abrégé
Computers & Education
doi
10.1016/j.compedu.2012.03.004
issn
0360-1315