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 inComputers and education Vol. 94; pp. 178 - 192
Main Authors Boyle, Elizabeth A., Hainey, Thomas, Connolly, Thomas M., Gray, Grant, Earp, Jeffrey, Ott, Michela, Lim, Theodore, Ninaus, Manuel, Ribeiro, Claudia, Pereira, João
Format Journal Article
LanguageEnglish
Published Elsevier Ltd 01.03.2016
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ISSN0360-1315
1873-782X
DOI10.1016/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.
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
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Engagement
Serious games
Entertainment
Computer games
Systematic literature review
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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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