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Exploring the learning potential of serious games

Exploring the learning potential of serious games
Exploring the learning potential of serious games
Digital game technology has been recently introduced in formal training and education through Serious Games applications. Advocates of the new technology highlight the capacity of games to intrinsically motivate and engage users, and the technology’s potential to train users with some realism through the use of high fidelity virtual environments. However, in order to examine the effectiveness of this new medium it is also necessary to look into the individual differences of users, which are rarely accounted for. Not all people respond the same to a given set of stimuli and the different implementations of game elements could significantly influence the users’ levels of engagement and learning transfer. This article provides a framework for exploring the effectiveness of serious games as a training application by exploring the role of different features of digital games as antecedents of engagement, and the moderating effect of individual characteristics on engagement and user acceptance of the medium.
2151-6561
Alexiou, Andreas
5324d725-2592-471e-97e6-1bdceca05112
Oshri, Ilan
430998ba-bda1-4373-9371-0a5202f81058
Alexiou, Andreas
5324d725-2592-471e-97e6-1bdceca05112
Oshri, Ilan
430998ba-bda1-4373-9371-0a5202f81058

Alexiou, Andreas and Oshri, Ilan (2013) Exploring the learning potential of serious games. Academy of Management Proceedings, 2013 (1). (doi:10.5465/ambpp.2013.15687abstract).

Record type: Meeting abstract

Abstract

Digital game technology has been recently introduced in formal training and education through Serious Games applications. Advocates of the new technology highlight the capacity of games to intrinsically motivate and engage users, and the technology’s potential to train users with some realism through the use of high fidelity virtual environments. However, in order to examine the effectiveness of this new medium it is also necessary to look into the individual differences of users, which are rarely accounted for. Not all people respond the same to a given set of stimuli and the different implementations of game elements could significantly influence the users’ levels of engagement and learning transfer. This article provides a framework for exploring the effectiveness of serious games as a training application by exploring the role of different features of digital games as antecedents of engagement, and the moderating effect of individual characteristics on engagement and user acceptance of the medium.

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Published date: 1 November 2013

Identifiers

Local EPrints ID: 507402
URI: http://eprints.soton.ac.uk/id/eprint/507402
ISSN: 2151-6561
PURE UUID: 3f0f75a2-b66e-4007-bb17-7aa4b42143df
ORCID for Andreas Alexiou: ORCID iD orcid.org/0000-0002-8425-0132

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Date deposited: 09 Dec 2025 17:32
Last modified: 10 Dec 2025 03:09

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Contributors

Author: Andreas Alexiou ORCID iD
Author: Ilan Oshri

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