Sprites and stories: the impact of hedonic game elements on perceived learning outcomes
Sprites and stories: the impact of hedonic game elements on perceived learning outcomes
Digital games are gradually entering our workplaces and educational institutions in the form of learning/training platforms. Due to their ability to engage and motivate players their educational potential has been greatly advertised. While research has already begun exploring the role of different game elements (challenge, competition, feedback, goals) on user engagement and learning, attention on the role of hedonic elements like narrative and aesthetics on player behaviors and responses has been limited. This study attempts to explore the influence of narrative and game aesthetics on perceived learning while taking into consideration how individual differences like goal-orientation influence the aforementioned relationship. We discuss the implications for organizations and game design and provide IS scholars with avenues for future research.
Alexiou, Andreas
5324d725-2592-471e-97e6-1bdceca05112
Doerga, Anthony
57b42be2-ca77-47d2-beeb-7add7cb20744
1 January 2015
Alexiou, Andreas
5324d725-2592-471e-97e6-1bdceca05112
Doerga, Anthony
57b42be2-ca77-47d2-beeb-7add7cb20744
Alexiou, Andreas and Doerga, Anthony
(2015)
Sprites and stories: the impact of hedonic game elements on perceived learning outcomes.
Academy of Management Proceedings, 2015 (1).
(doi:10.5465/ambpp.2015.17225abstract).
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Meeting abstract
Abstract
Digital games are gradually entering our workplaces and educational institutions in the form of learning/training platforms. Due to their ability to engage and motivate players their educational potential has been greatly advertised. While research has already begun exploring the role of different game elements (challenge, competition, feedback, goals) on user engagement and learning, attention on the role of hedonic elements like narrative and aesthetics on player behaviors and responses has been limited. This study attempts to explore the influence of narrative and game aesthetics on perceived learning while taking into consideration how individual differences like goal-orientation influence the aforementioned relationship. We discuss the implications for organizations and game design and provide IS scholars with avenues for future research.
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Published date: 1 January 2015
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Local EPrints ID: 507407
URI: http://eprints.soton.ac.uk/id/eprint/507407
ISSN: 2151-6561
PURE UUID: 0728f925-0c13-440b-aa63-024c1b8de840
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Date deposited: 09 Dec 2025 17:34
Last modified: 10 Dec 2025 03:09
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Author:
Andreas Alexiou
Author:
Anthony Doerga
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