An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the curre...
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Published in | Computers and education Vol. 94; pp. 178 - 192 |
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Main Authors | , , , , , , , , , |
Format | Journal Article |
Language | English |
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Elsevier Ltd
01.03.2016
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Online Access | Get full text |
ISSN | 0360-1315 1873-782X |
DOI | 10.1016/j.compedu.2015.11.003 |
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Abstract | Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the current review focused on 143 papers that provided higher quality evidence about the positive outcomes of games. Connolly et al.'s multidimensional analysis of games and their outcomes provided a useful framework for organising the varied research in this area. The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective, behaviour change, perceptual and cognitive and physiological outcomes. Games for learning were found across varied topics with STEM subjects and health the most popular. Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning.
•The current systematic literature review updates Author (date).•The review looks at impacts and outcomes of playing digital games from 2009 to 2014.•Multi-component coding of papers, games and learning outcomes was used.•Many papers were found with 143 papers providing high quality evidence.•Games for entertainment and learning addressed different outcomes. |
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AbstractList | Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the current review focused on 143 papers that provided higher quality evidence about the positive outcomes of games. Connolly et al.'s multidimensional analysis of games and their outcomes provided a useful framework for organising the varied research in this area. The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective, behaviour change, perceptual and cognitive and physiological outcomes. Games for learning were found across varied topics with STEM subjects and health the most popular. Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning.
•The current systematic literature review updates Author (date).•The review looks at impacts and outcomes of playing digital games from 2009 to 2014.•Multi-component coding of papers, games and learning outcomes was used.•Many papers were found with 143 papers providing high quality evidence.•Games for entertainment and learning addressed different outcomes. Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the current review focused on 143 papers that provided higher quality evidence about the positive outcomes of games. Connolly et al.'s multidimensional analysis of games and their outcomes provided a useful framework for organising the varied research in this area. The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective, behaviour change, perceptual and cognitive and physiological outcomes. Games for learning were found across varied topics with STEM subjects and health the most popular. Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning. |
Author | Hainey, Thomas Connolly, Thomas M. Ott, Michela Ninaus, Manuel Boyle, Elizabeth A. Earp, Jeffrey Gray, Grant Pereira, João Lim, Theodore Ribeiro, Claudia |
Author_xml | – sequence: 1 givenname: Elizabeth A. surname: Boyle fullname: Boyle, Elizabeth A. email: liz.boyle@uws.ac.uk organization: School of Media, Culture and Society, University of the West of Scotland, High St, Paisley PA1 2BE, Scotland, United Kingdom – sequence: 2 givenname: Thomas surname: Hainey fullname: Hainey, Thomas email: thomas.hainey@uws.ac.uk organization: School of Engineering and Computing, University of the West of Scotland, High St, Paisley PA1 2BE, Scotland, United Kingdom – sequence: 3 givenname: Thomas M. surname: Connolly fullname: Connolly, Thomas M. email: thomas.connolly@uws.ac.uk organization: School of Engineering and Computing, University of the West of Scotland, High St, Paisley PA1 2BE, Scotland, United Kingdom – sequence: 4 givenname: Grant surname: Gray fullname: Gray, Grant email: grant.gray@uws.ac.uk organization: School of Media, Culture and Society, University of the West of Scotland, High St, Paisley PA1 2BE, Scotland, United Kingdom – sequence: 5 givenname: Jeffrey surname: Earp fullname: Earp, Jeffrey email: jeff@itd.cnr.it organization: Istituto Tecnologie Didattiche (ITD), Consiglio Nazionale delle Ricerche (CNR), Via De Marini, 6-16149 Genova, Italy – sequence: 6 givenname: Michela surname: Ott fullname: Ott, Michela email: ott@itd.cnr.it organization: Istituto Tecnologie Didattiche (ITD), Consiglio Nazionale delle Ricerche (CNR), Via De Marini, 6-16149 Genova, Italy – sequence: 7 givenname: Theodore surname: Lim fullname: Lim, Theodore email: T.Lim@hw.ac.uk organization: Herriot Watt University, Institute of Mechanical, Process and Energy Engineering, Riccarton, Edinburgh, EH14 4AS, Scotland, United Kingdom – sequence: 8 givenname: Manuel surname: Ninaus fullname: Ninaus, Manuel email: manuel.ninaus@uni-graz.at organization: Department of Psychology, University of Graz, Graz, Austria – sequence: 9 givenname: Claudia surname: Ribeiro fullname: Ribeiro, Claudia email: claudia.sofia.ribeiro@inesc-id.pt organization: INESC-ID, Lisboa, Portugal – sequence: 10 givenname: João surname: Pereira fullname: Pereira, João email: jap@inesc-id.pt organization: INESC-ID, Lisboa, Portugal |
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References | Hassenzahl, Monk (bib12) 2010; 25 Anderson (bib2) 2004; 27 Jennett, Cox, Cairns, Dhoparee, Epps, Tijs (bib14) 2008; 66 Anderson, Bushman (bib3) 2001; 12 Keller (bib16) 2008; 6 Boyle, Connolly, Hainey, Boyle (bib5) 2012; 28 de Freitas, Rebolledo-Mendez, Liarokapis, Magoulas, Poulovassilis (bib11) 2010; 41 Primack, Carroll, McNamara, Klem, King, Rich (bib21) 2012; 42 Woolfson (bib23) 2012 Peng, Crouse, Lin (bib20) 2012; 40 Peachey (bib19) 2010 Arnab, Lim, Carvalho, Bellotti, de Freitas, Louchart (bib4) 2014; 46 Cedefop (bib7) 2009 O'Brien, Toms (bib18) 2008; 59 Dondlinger (bib10) 2007; 4 Wouters, van Nimwegen, van Oostendorp, van der Spek (bib24) 2013; 105 Csikszentmihalyi (bib9) 1991; Vol. 41 Jackson, Eklund (bib13) 2004 |
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SubjectTerms | Computer games Education Electronic & video games Empirical analysis Engagement Entertainment Games Knowledge acquisition Learning Literature reviews Serious games Systematic literature review |
Title | An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games |
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