Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning
Abstract
Background and Aim: Gamification has been defined as the use of characteristics commonly associated with video games in non-game contexts. In this article, I reframe this definition in terms of the game attribute taxonomy presented by Bedwell and colleagues. This linking is done with the goal of aligning the research literatures of serious games and gamification. A psychological theory of gamified learning is developed and explored. Conclusion: In the theory of gamified learning, gamification is defined as the use of game attributes, as defined by the Bedwell taxonomy, outside the context of a game with the purpose of affecting learning-related behaviors or attitudes. These behaviors/attitudes, in turn, influence learning by one or two processes: by strengthening the relationship between instructional design quality and outcomes (a moderating process) and/or by influencing learning directly (a mediating process). This is contrasted with a serious games approach in which manipulation of game attributes is typically intended to affect learning without this type of behavioral mediator/moderator. Examples of each game attribute category as it might be applied in gamification are provided, along with specific recommendations for the rigorous, scientific study of gamification.
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
The theory of gamified learning proposes a positive, indirect effect of gamification on learning outcomes.
“The theory of gamified learning proposes a positive, indirect effect of gamification on learning outcomes.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Landers 2014
The behavior or attitude that is targeted by gamification must itself influence learning.
“A prerequisite is that the behavior or attitude that is targeted by gamification must itself influence learning (Landers 2014) and thus create instructional affordances for learners to actively engage in cognitive processes with the learning material.”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Landers 2014
The findings provide evidence that gamification benefits learning.
“These findings provide evidence that gamification benefits learning, and they are in line with the theory of gamified learning (Landers 2014) and self-determination theory (Ryan and Deci 2002).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Landers 2014
The theory of gamified learning offers a suitable framework for constructing a comprehensive framework for gamification research.
“The theory of gamified learning offers a suitable framework for doing so (see Landers 2014;Landers et al. 2018).”
From The gamification of learning: a meta-analysis (2020) · cites this paper as Landers 2014
Cites
Baron, R. M., & Kenny, D. A. (1986) · Journal of Personality and Social Psychology · doi:10.1037//0022-3514.51.6.1173 · Cited by 91,542 · see citing works
Baron, R. M., & Kenny, D. A. (1986) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.51.6.1173 · Cited by 91,532 · see citing works
Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification
Hamari, J., Koivisto, J., & Sarsa, H. (2014) · 2014 47th Hawaii International Conference on System Sciences · doi:10.1109/hicss.2014.377 · Cited by 5,201 · see citing works
Games, Motivation, and Learning: A Research and Practice Model
Garris, R. D., Ahlers, R. H., & Driskell, J. E. (2002) · Simulation & Gaming · doi:10.1177/1046878102238607 · Cited by 3,257 · see citing works
Test-Enhanced Learning: Taking Memory Tests Improves Long-Term Retention
Roediger, H. L., & Karpicke, J. D. (2006) · Psychological Science · doi:10.1111/j.1467-9280.2006.01693.x · Cited by 2,867 · see citing works
Effectiveness of L2 instruction: A research synthesis and quantitative meta-analysis
Norris, J. M., & Ortega, L. (2000) · Language Learning · doi:10.1111/0023-8333.00136 · Cited by 2,414 · cited 1× · see citing works
“…learner reactions, knowledge, skills, and/or beliefs; Campbell & Kuncel, 2002) and learner behaviors across a wide range of content areas and approaches (e.g., Arthur, Bennett, Edens, & Bell, 2003; Graham & Perin, 2007; Kulik, Kulik, & Cohen, 1980; Norris & Ortega, 2000; Seidel & Shavelson, 2007).”
Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189 · see citing works
Serious Games: Games That Educate, Train, and Inform
Michael, D. R., & Chen, S. L. (2005) · Cited by 2,079 · see citing works
Student Engagement and Student Learning: Testing the Linkages*
Carini, R. M., Kuh, G. D., & Klein, S. P. (2006) · Research in Higher Education · doi:10.1007/s11162-005-8150-9 · Cited by 1,799 · see citing works
A meta-analysis of writing instruction for adolescent students
Graham, S., & Perin, D. (2007) · Journal of Educational Psychology · doi:10.1037/0022-0663.99.3.445 · Cited by 1,609 · cited 1× · see citing works
“…learner reactions, knowledge, skills, and/or beliefs; Campbell & Kuncel, 2002) and learner behaviors across a wide range of content areas and approaches (e.g., Arthur, Bennett, Edens, & Bell, 2003; Graham & Perin, 2007; Kulik, Kulik, & Cohen, 1980; Norris & Ortega, 2000; Seidel & Shavelson, 2007).”
Seidel, T., & Shavelson, R. J. (2007) · Review of Educational Research · doi:10.3102/0034654307310317 · Cited by 1,271 · see citing works
Effectiveness of training in organizations: A meta-analysis of design and evaluation features.
Arthur, W., Bennett, W., Edens, P. S., & Bell, S. T. (2003) · Journal of Applied Psychology · doi:10.1037/0021-9010.88.2.234 · Cited by 1,252 · see citing works
Adding value: Learning communities and student engagement
Zhao, C.-M., & Kuh, G. D. (2004) · Research in Higher Education · doi:10.1023/b:rihe.0000015692.88534.de · Cited by 1,198 · see citing works
Effects of learning skills interventions on student learning: a meta-analysis.
Hattie, J., Biggs, J., & Purdie, N. (1996) · Review of Educational Research · doi:10.3102/00346543066002099 · Cited by 1,106 · see citing works
A social gamification framework for a K-6 learning platform
Simões, J. M. D. A. P., Redondo, R. P. D., & Vilas, A. F. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.06.007 · Cited by 855 · see citing works
Handbook of Industrial, Work & Organizational Psychology
Anderson, N. R., Öneş, D. S., Sinangil, H. K., & Viswesvaran, C. (2001) · Sage eBooks · Cited by 632 · see citing works
(2012) · Cited by 563 · see citing works
Relationships Between Game Attributes and Learning Outcomes: Review and Research Proposals
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., Orvis, K. L., & Conkey, C. (2009) · Simulation & Gaming · doi:10.1177/1046878108321866 · Cited by 524 · see citing works
Effectiveness of Computer-based College Teaching: A Meta-analysis of Findings
Kulik, J. A., Kulik, C. C., & Cohen, P. A. (1980) · Review of Educational Research · doi:10.3102/00346543050004525 · Cited by 517 · see citing works
Gamification in Education and Business
Reiners, T., & Wood, L. C. (2014) · Springer eBooks · doi:10.1007/978-3-319-10208-5 · Cited by 489 · see citing works
Paas, F., Tuovinen, J. E., van Merriënboer, J. J. G., & Aubteen Darabi, A. (2005) · Educational Technology Research and Development · doi:10.1007/bf02504795 · Cited by 401 · see citing works
Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E. H., & Salas, E. (2012) · Simulation & Gaming · doi:10.1177/1046878112439444 · Cited by 393 · see citing works
Job Burnout and Employee Engagement
Cole, M. S., Walter, F. H., Bedeian, A. G., & O’Boyle, E. H. (2011) · Journal of Management · doi:10.1177/0149206311415252 · Cited by 392 · see citing works
Using computers to deliver training: Which employees learn and why?
Brown, K. (2001) · Personnel Psychology · doi:10.1111/j.1744-6570.2001.tb00093.x · Cited by 363 · see citing works
An Empirical Test of the Theory of Gamified Learning
Landers, R. N., & Landers, A. K. (2014) · Simulation & Gaming · doi:10.1177/1046878114563662 · Cited by 363 · see citing works
Self-citationThe Multiplayer Classroom: Designing Coursework as a Game
Sheldon, L. (2011) · Cited by 321 · see citing works
Serious Games and Edutainment Applications
Arnab, S., Petridis, P., Οικονόμου, Α., & de Freitas, S. (2011) · Springer eBooks · doi:10.1007/978-1-4471-2161-9 · Cited by 315 · see citing works
Le, H., Schmidt, F. L., Harter, J. K., & Lauver, K. J. (2010) · Organizational Behavior and Human Decision Processes · doi:10.1016/j.obhdp.2010.02.003 · Cited by 272 · see citing works
Landers, R. N., & Callan, R. C. (2011) · Serious Games and Edutainment Applications · doi:10.1007/978-1-4471-2161-9_20 · Cited by 272 · see citing works
Self-citationPsychological Theory and the Gamification of Learning
Landers, R. N., Bauer, K. N., Callan, R. C., & Armstrong, M. B. (2014) · Springer eBooks · doi:10.1007/978-3-319-10208-5_9 · Cited by 211 · see citing works
Self-citationGamification of Education Using Computer Games
Nah, F. F., Telaprolu, V. R., Rallapalli, S., & Venkata, P. R. (2013) · Lecture notes in computer science · doi:10.1007/978-3-642-39226-9_12 · Cited by 126 · see citing works
Campbell, J. P., & Kuncel, N. R. (2012) · SAGE Publications Ltd eBooks · doi:10.4135/9781848608320.n14 · Cited by 115 · see citing works
"Gamification" from the perspective of service marketing
Huotari, K., & Hamari, J. (2011) · Cited by 89 · see citing works
How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences
Callan, R. C., Bauer, K. N., & Landers, R. N. (2014) · Springer eBooks · doi:10.1007/978-3-319-10208-5_28 · Cited by 82 · see citing works
Self-citationRedundancy in constructs: Problem, assessment, and an illustrative example
Singh, J. (1991) · Journal of Business Research · doi:10.1016/0148-2963(91)90006-j · Cited by 70 · see citing works
Game Definitions: A Wittgensteinian Approach
Arjoranta, J. (2014) · Jyväskylä University Digital Archive (University of Jyväskylä) · doi:10.17613/m68k74w2d · Cited by 54 · see citing works
Klabbers, J. H. G. (2008) · Simulation & Gaming · doi:10.1177/1046878108325500 · Cited by 49 · see citing works
Training Evaluation in Virtual Worlds: Development of a Model
Landers, R. N., & Callan, R. C. (2012) · Journal of Virtual Worlds Research · doi:10.4101/jvwr.v5i3.6335 · Cited by 41 · see citing works
Self-citationExploring Gamification Techniques for Classroom Management
Nicholson, S. (2013) · Cited by 34 · see citing works
Renaud, C., & Wagoner, B. (2011) · Principal leadership · Cited by 23 · see citing works
Engagement in Simulation/Gaming
Moseley, A., & Whitton, N. (2014) · Simulation & Gaming · doi:10.1177/1046878114556438 · Cited by 2 · see citing works
What Logic Games are Trying to Tell Us
van Benthem, J. F. A. K. (2003) · Cited by 1 · see citing works
Flagged first, then by citations
Cited by
Sorted by citations
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 1,458 · see citing works
“Based on the theory of gamified learning, gamification is assumed to affect learning outcomes by enhancing the attitudes and behaviors that are relevant for learning (e.g., when rewards for taking high-quality notes are provided in gamification; Landers 2014).”
BackgroundResultInfluentialGamifying education: what is known, what is believed and what remains uncertain: a critical review
Dichev, C., & Dicheva, D. (2017) · International Journal of Educational Technology in Higher Education · doi:10.1186/s41239-017-0042-5 · Cited by 1,451 · see citing works
“…to behavioral and motivational (Attali & Arieli-Attali, 2015; Barrio et al., 2015; Boticki et al., 2015; Christy & Fox, 2014; Davis & Klein, 2015; Hakulinen et al., 2015; Landers & Landers, 2015; Long & Aleven, 2014; Pedro et al., 2015a; Tu et al., 2015; Tvarozek & Brza, 2014) 2 elements 8 (16”
InfluentialCustomer experience challenges: Bringing together digital, physical and social realms
Bolton, R. N., McColl-Kennedy, J. R., Cheung, L., Gallan, A., Orsingher, C., Witell, L., & Zaki, M. (2018) · Journal of Service Management · doi:10.1108/josm-04-2018-0113 · Cited by 849 · see citing works
Gamification of health professions education: a systematic review
van Gaalen, A. E. J., Brouwer, J., Schönrock-Adema, J., Bouwkamp-Timmer, T., Jaarsma, A. D. C., & Georgiadis, J. R. (2021) · Advances in Health Sciences Education · doi:10.1007/s10459-020-10000-3 · Cited by 625 · see citing works
Gamification of task performance with leaderboards: A goal setting experiment
Landers, R. N., Bauer, K. N., & Callan, R. C. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2015.08.008 · Cited by 474 · see citing works
Self-citationGamification Science, Its History and Future: Definitions and a Research Agenda
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018) · Simulation & Gaming · doi:10.1177/1046878118774385 · Cited by 388 · see citing works
Self-citationThe impact of gamification in educational settings on student learning outcomes: a meta-analysis
Huang, R., Ritzhaupt, A. D., Sommer, M., Zhu, J., Stephen, A., Valle, N., Hampton, J., & Li, J. (2020) · Educational Technology Research and Development · doi:10.1007/s11423-020-09807-z · Cited by 340 · see citing works
Groening, C., & Binnewies, C. (2019) · Computers in Human Behavior · doi:10.1016/j.chb.2019.02.026 · Cited by 249 · see citing works
Ratinho, E., & Martins, C. (2023) · Heliyon · doi:10.1016/j.heliyon.2023.e19033 · Cited by 221 · see citing works
Li, M., Ma, S., & Shi, Y. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1253549 · Cited by 439 · see citing works
An Evaluation of Gamified Training: Using Narrative to Improve Reactions and Learning
Armstrong, M. B., & Landers, R. N. (2017) · Simulation & Gaming · doi:10.1177/1046878117703749 · Cited by 158 · see citing works
Self-citationArmstrong, M. B., Landers, R. N., & Collmus, A. B. (2016) · Advances in Multimedia and Interactive Technologies · doi:10.4018/978-1-4666-8651-9.ch007 · Cited by 85 · see citing works
Self-citationUnderstanding applicants’ reactions to gamified recruitment
Buil, I., Catalán, S., & Martínez, E. (2020) · Journal of Business Research · doi:10.1016/j.jbusres.2019.12.041 · Cited by 85 · see citing works
How gamification boosts learning in STEM higher education: a mixed methods study
Ortiz-Rojas, M., Chiluiza, K., Valcke, M., & Bolanos-Mendoza, C. (2025) · International Journal of STEM Education · doi:10.1186/s40594-024-00521-3 · Cited by 71 · see citing works
Pollard, K. A., Oiknine, A. H., Files, B. T., Sinatra, A. M., Patton, D., Ericson, M., Thomas, J., & Khooshabeh, P. (2020) · Virtual Reality · doi:10.1007/s10055-019-00411-y · Cited by 66 · see citing works
Mobile applications for the treatment of tobacco use and dependence
Vilardaga, R., Casellas-Pujol, E., McClernon, J. F., & Garrison, K. A. (2019) · Current Addiction Reports · doi:10.1007/s40429-019-00248-0 · Cited by 64 · see citing works
Imlig-Iten, N., & Petko, D. (2018) · Simulation & Gaming · doi:10.1177/1046878118779088 · Cited by 61 · see citing works
Correcting Misconceptions About Gamification of Assessment: More Than SJTs and Badges
Armstrong, M. B., Ferrell, J. Z., Collmus, A. B., & Landers, R. N. (2016) · Industrial and Organizational Psychology · doi:10.1017/iop.2016.69 · Cited by 38 · see citing works
Self-citationUsing machine learning to model trace behavioral data from a game‐based assessment
Auer, E. M., Mersy, G., Marin, S., Blaik, J., & Landers, R. N. (2022) · International Journal of Selection and Assessment · doi:10.1111/ijsa.12363 · Cited by 24 · see citing works
Self-citation
- Authors
- Landers, R. N.
- Affiliations
- Old Dominion University (US)
- Corresponding author
- Landers, Richard N.
- ORCID
- Landers, Richard N.
- Venue
- Simulation & Gaming
- Publisher
- SAGE Publications
- Published
- 2014-12
- Volume
- 45
- Issue
- 6
- Pages
- 752-768
- ISSN
- 1046-8781 (ISSN-L)
- 1552-826X
- OpenAlex
- W2111040543
- Semantic Scholar
- 66ef0d1adcf62cba0d984a5b85c851e625ac53b5
- Cited by
- 918
- References
- 42
- Citations by year
- 2026: 113 · 2025: 142 · 2024: 109 · 2023: 128 · 2022: 122 · 2021: 95 · 2020: 60 · 2019: 60 · 2018: 45 · 2017: 21 · 2016: 12 · 2015: 8 · 2014: 2
- FWCI
- 33.35
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Simulation & Gaming (publishedVersion)
- RePEc: Research Papers in Economics (submittedVersion)
- Funders
- Old Dominion University
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Education › Innovative Teaching Methodologies in Social Sciences
- Keywords
- gamification, gamified learning, serious games, psychological theory, learning behavior, learning attitude, instructional design quality
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review