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Game Engagement Theory and Adult Learning

Author

Listed:
  • Nicola Whitton

Abstract

One of the benefits of computer game–based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games designed for entertainment, applies these principles to the design of learning activities, and presents a model of learning engagement. The article examines literature on computer games and engagement, draws together the findings from a series of interviews, and applies these in an educational context. The author hypothesizes five factors that contribute to engagement with a learning activity and provides an example of the use of these factors in practice. The article concludes by considering further potential applications of the model.

Suggested Citation

  • Nicola Whitton, 2011. "Game Engagement Theory and Adult Learning," Simulation & Gaming, , vol. 42(5), pages 596-609, October.
  • Handle: RePEc:sae:simgam:v:42:y:2011:i:5:p:596-609
    DOI: 10.1177/1046878110378587
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    References listed on IDEAS

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    1. Rosemary Garris & Robert Ahlers & James E. Driskell, 2002. "Games, Motivation, and Learning: A Research and Practice Model," Simulation & Gaming, , vol. 33(4), pages 441-467, December.
    2. M. P. J. Habgood & S. E. Ainsworth & S. Benford, 2005. "Endogenous fantasy and learning in digital games," Simulation & Gaming, , vol. 36(4), pages 483-498, December.
    3. Claire Dormann & Robert Biddle, 2009. "A Review of Humor for Computer Games: Play, Laugh and More," Simulation & Gaming, , vol. 40(6), pages 802-824, December.
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    Cited by:

    1. Timothy C. Clapper, 2017. "Simulation and Gaming can be Used to Determine Validity While Engaging in Collaborative Environments," Simulation & Gaming, , vol. 48(2), pages 175-177, April.
    2. Carolina Islas Sedano & Verona Leendertz & Mikko Vinni & Erkki Sutinen & Suria Ellis, 2013. "Hypercontextualized Learning Games," Simulation & Gaming, , vol. 44(6), pages 821-845, December.
    3. Hans J. E. Korteling & Anne S. Helsdingen & Ralf R. Sluimer, 2017. "An Empirical Evaluation of Transfer-of-Training of Two Flight Simulation Games," Simulation & Gaming, , vol. 48(1), pages 8-35, February.
    4. Bride Mallon & Ronan Lynch, 2014. "Stimulating Psychological Attachments in Narrative Games," Simulation & Gaming, , vol. 45(4-5), pages 508-527, August.
    5. Jamilah Mohd Mahyideen & Nurhanani Aflizan Mohamad Rusli & Wan Normila Mohamad & Hafisah Yaakob & Nooraza Tukiran, 2025. "Gamifying Economics Education: A New Frontier in Teaching Innovation," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(3s), pages 3368-3375, May.
    6. David Sharek & Eric Wiebe, 2014. "Measuring Video Game Engagement Through the Cognitive and Affective Dimensions," Simulation & Gaming, , vol. 45(4-5), pages 569-592, August.
    7. Marcin Wardaszko, 2016. "Building Simulation Game-Based Teaching Program for Secondary School Students," Simulation & Gaming, , vol. 47(3), pages 287-303, June.
    8. Rohaifah M. Hadji Norhan & Junaipa A. Macala & Jamilah B. Hadji Latip & Burhanuddin S. Saud & Norhalin M. Ampuan, 2025. "Hands-on Games in Learning Selected Topics in Geometry: Effects on Students’ Engagement and Performance," International Journal of Research and Innovation in Social Science, International Journal of Research and Innovation in Social Science (IJRISS), vol. 9(7), pages 3593-3608, July.
    9. Michael Filsecker & Michael Kerres, 2014. "Engagement as a Volitional Construct," Simulation & Gaming, , vol. 45(4-5), pages 450-470, August.

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