Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
Open accessAbstract
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly constitutes a game, scientific inquiry will continue to reveal inconsistent findings, making it hard to provide practitioners with guidance as to the most important attribute(s) for desired training outcomes. This article presents a game attribute taxonomy derived from a comprehensive literature review and subsequent card sorts performed by subject matter experts (SMEs). The categories of serious game attributes that emerged represent the shared mental models of game SMEs and serve to provide a comprehensive collection of game attributes. In order to guide future serious games research, the existing literature base is organized around the framework of this taxonomy.
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Bedwell et al. (2012) found positive effects of the inclusion of game fiction on knowledge and motivation in their review.
“Whereas Bedwell et al. (2012) found positive effects of the inclusion of game fiction on knowledge and motivation in their review, meta-analyses by others such as Wouters et al. (2013) found that serious games with narrative elements are not more effective than serious games without narrative elements.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Bedwell et al. 2012
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References 69 · Cited by 393
- Authors
- Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E. H., & Salas, E.
- Affiliations
- University of Central Florida (US)
- Department of Psychology, University of Central Florida, Orlando, USA
- Venue
- Simulation & Gaming
- Publisher
- SAGE Publications
- Published
- 2012-05-14
- Volume
- 43
- Issue
- 6
- Pages
- 729-760
- ISSN
- 1046-8781 (ISSN-L)
- 1552-826X
- OpenAlex
- W1969014122
- Cited by
- 393
- References
- 69
- Citations by year
- 2026: 17 · 2025: 26 · 2024: 30 · 2023: 46 · 2022: 48 · 2021: 35 · 2020: 36 · 2019: 35 · 2018: 24 · 2017: 23 · 2016: 30 · 2015: 19 · 2014: 16 · 2013: 7 · 2012: 1
- FWCI
- 27.70
- Type
- journal article
- Language
- en
- Open access
- Locations
- Simulation & Gaming (publishedVersion)
- Journal of International Crisis and Risk Communication Research (submittedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Funders
- University of Central Florida
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Physical Sciences › Engineering › Control and Systems Engineering › Simulation and Modeling Applications
- Keywords
- serious games, game attributes, serious game design, card sorting, domain experts, shared mental models, training outcomes, game-based learning
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