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A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games

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It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional instruction methods (learning: k = 77, N 5,547; motivation: k = 31, N 2,216). Consistent with our hypotheses, serious games were found to be more effective in terms of learning (d= 0.29, p d = 0.36, p d = 0.26, p > .05) than conventional instruction methods. Additional moderator analyses on the learning effects revealed that learners in serious games learned more, relative to those taught with conventional instruction methods, when the game was supplemented with other instruction methods, when multiple training sessions were involved, and when players worked in groups. (PsycINFO Database Record (c) 2013 APA, all rights reserved)
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A Meta-Analysis of the Cognitive and Motivational Effects of
Serious Games
Pieter Wouters, Christof van Nimwegen,
and Herre van Oostendorp
Utrecht University
Erik D. van der Spek
Eindhoven University of Technology
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and
by affecting motivation. However, until now research has shown little evidence for these assump-
tions. We used meta-analytic techniques to investigate whether serious games are more effective in
terms of learning and more motivating than conventional instruction methods (learning: k77, N
5,547; motivation: k31, N2,216). Consistent with our hypotheses, serious games were found
to be more effective in terms of learning (d0.29, p.01) and retention (d0.36, p.01), but
they were not more motivating (d0.26, p.05) than conventional instruction methods.
Additional moderator analyses on the learning effects revealed that learners in serious games learned
more, relative to those taught with conventional instruction methods, when the game was supple-
mented with other instruction methods, when multiple training sessions were involved, and when
players worked in groups.
Keywords: serious games, game-based learning, cognition, motivation, meta-analysis
In the last decade, researchers have propagated the use of
computer games for the purpose of learning and instruction (often
referred to as serious games or game-based learning). In this
respect, serious games are hypothesized to address both the cog-
nitive and the affective dimensions of learning (O’Neil, Wainess,
& Baker, 2005), to enable learners to adapt learning to their
cognitive needs and interests, and to provide motivation for learn-
ing (Malone, 1981). Reviews regarding the effects of serious
games show ambiguous results (Ke, 2009;Sitzmann, 2011;Vogel
et al., 2006;Wouters, van der Spek, & van Oostendorp, 2009), but
several scholars have noted that in general the quality of game
research is poor (O’Neil et al., 2005) and that serious games are
not more effective in terms of learning than other instruction
methods when they are tested scientifically (Clark, Yates, Early, &
Moulton, 2010). Many claims are supported by anecdotal argu-
ments and lack sound empirical evidence. However, in the last 5
years, more well-designed empirical studies investigating the ef-
fects of serious games on learning and motivation have been
published.
Our goal in this study was to statistically summarize the re-
search on the effects of serious games on learning and motivation.
Mayer (2011) has divided game research into three categories: a
value-added approach, which questions how specific game fea-
tures foster learning and motivation; a cognitive consequences
approach, which investigates what people learn from serious
games; and a media comparison approach, which investigates
whether people learn better from serious games than from conven-
tional media. Our meta-analysis adopted the media comparison
approach. We compared serious games with conventional instruc-
tion methods such as lectures, reading, drill and practice, or hy-
pertext learning environments. In addition, this study discerned
instructional and contextual factors that may moderate the effec-
tiveness and motivational appeal of serious games. Several meta-
analyses have been conducted with respect to the effects of serious
games (Ke, 2009;Sitzmann, 2011;Vogel et al., 2006). The meta-
analysis by Ke (2009) is an interesting exploration of the field of
game-based learning, but it does not statistically summarize effect
sizes. The Vogel et al. (2006) meta-analysis investigated both
cognitive and attitudinal effects and found that computer games
and interactive simulations yielded higher cognitive outcomes than
did conventional learning methods. Our meta-analysis expanded
this research by incorporating the high number of well-designed
studies that have been published in recent years and by focusing on
other instructional and contextual factors, such as the number of
training sessions with serious games and the moment of measure-
ment of the learning effects (immediate or delayed). The more
recent meta-analysis by Sitzmann (2011) focuses on simulation
games, whereas our research has a broader perspective on serious
games. Although this study shares some moderator variables with
This article was published Online First February 4, 2013.
Pieter Wouters, Christof van Nimwegen, and Herre van Oostendorp,
Institute of Information and Computing Sciences, Utrecht University,
Utrecht, the Netherlands; Erik D. van der Spek, Department of Industrial
Design, Eindhoven University of Technology, Eindhoven, the Netherlands.
This research was funded by the Netherlands Organization for Scientific
Research (Project No. 411-10-902). This research was also supported by
the GATE project, funded by the Netherlands Organization for Scientific
Research and the Netherlands ICT Research and Innovation Authority
(ICT Regie).
Correspondence concerning this article should be addressed to Pieter
Wouters, Utrecht University, Institute of Information and Computing Sci-
ences, P.O. Box 80.089, 3508 TB Utrecht, the Netherlands. E-mail:
P.J.M.Wouters@uu.nl
This document is copyrighted by the American Psychological Association or one of its allied publishers.
This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
Journal of Educational Psychology © 2013 American Psychological Association
2013, Vol. 105, No. 2, 249–265 0022-0663/13/$12.00 DOI: 10.1037/a0031311
249
the Sitzmann study, we introduce new variables such as the do-
main in which the serious game is used, the age of the learners, and
the group size (individual vs. group).
In the following sections we first define serious games. Next, we
describe the theoretical framework with the main hypotheses and
the moderator variables. The Method section comprises a descrip-
tion of the literature research, the inclusion criteria, the coding of
the moderator variables, and the calculation of effect sizes. The
Results section presents the general characteristics of the analysis,
the main effects, and the effects of the moderator variables. Fi-
nally, we discuss the findings, draw conclusions, and depict some
avenues for future research.
Definition of Serious Games
Several scholars have provided definitions or classifications of
computer games characteristics (Garris, Ahlers, & Driskell, 2002;
Malone, 1981;Prensky, 2001). For the purpose of this meta-
analysis, we describe computer games in terms of being interactive
(Prensky, 2001;Vogel et al., 2006), based on a set of agreed rules
and constraints (Garris et al., 2002), and directed toward a clear
goal that is often set by a challenge (Malone, 1981). In addition,
games constantly provide feedback, either as a score or as changes
in the game world, to enable players to monitor their progress
toward the goal (Prensky, 2001). Some scholars contend that
computer games also involve a competitive activity (against the
computer, another player, or oneself), but it can be questioned if
this is essentially a defining characteristic. Of course, there are
many games in which the player is in competition with another
player or with the computer, but in a game such as SimCity,
players may actually enjoy the creation of a prosperous city that
satisfies their beliefs or ideas without having the notion that they
engage in a competitive activity. In the same vein, a narrative or
the development of a story can be very important in a computer
game (e.g., in adventure games), but again it is not a prerequisite
for being a computer game (e.g., action games do not really require
a narrative). In speaking of a serious (computer) game, we mean
that the objective of the computer game is not to entertain the
player, which would be an added value, but to use the entertaining
quality for training, education, health, public policy, and strategic
communication objectives (Zyda, 2005).
Theoretical Framework
In theory, games may influence learning in two ways, by chang-
ing the cognitive processes and by affecting the motivation. The
(inter)active nature of computer game aligns with the current
emphasis in educational psychology that active cognitive process-
ing of educational material is a prerequisite for effective and
sustainable learning (cf. Wouters, Paas, & van Merriënboer, 2008).
Second, it is possible with computer games to simulate tasks in
such a way that performing them in the game involves the same
cognitive processes that are required for task performance in the
real world (Tobias, Fletcher, Dai, & Wind, 2011). Finally, the
immediate feedback in computer games provides players informa-
tion regarding the correctness of their actions and decisions and
thus gives them the opportunity to correct inaccurate information
(Cameron & Dwyer, 2005;Moreno & Mayer, 2005).
Several classifications have been proposed for learning out-
comes (for an overview, see Kraiger, Ford, & Salas, 1993;Wout-
ers et al., 2009). In this meta-analysis, we focus on the cognitive
dimension of learning. In the Wouters et al. (2009) classification,
this dimension is divided into knowledge and cognitive skills.
Knowledge refers to encoded knowledge reflecting both text-
oriented learning (e.g., verbal knowledge) and non-text-oriented
learning (e.g., knowledge derived from an image). A cognitive
skill pertains to more complex cognitive processes, such as in
problem solving when a learner applies knowledge and rules to
achieve a solution for a (novel) situation. With reference to the
aforementioned arguments, we will make a distinction in learning
between knowledge and cognitive skills.
Our first hypothesis contends
1. That instruction with serious games yields higher learn-
ing gains than conventional instruction methods.
In the majority of studies, learning is measured immediately
after the learning stage. The question can be raised whether such
an immediate test is appropriate when the focus is on sustainable
learning, which occurs when learners are still able to adequately
apply the learned knowledge and skills in the long term. It is still
an exception to include a delayed test in experimental designs. In
this meta-analysis, sufficient pairwise comparisons were available
to justify the inclusion of retention as a learning variable. For
simulation games, there is some support that the acquired knowl-
edge and skills are maintained over time (Pierfy, 1977;Sitzmann,
2011;van der Spek, 2011). In line with these results, we expect
2. That instruction with serious games will yield a higher
level of retention than conventional instructional
methods.
Several theories emphasize the potential of serious games to
positively influence intrinsic motivation (Garris et al., 2002;Ma-
lone, 1981). This means that players are willing to invest more
time and energy in game play not because of extrinsic rewards but
because the game play in itself is rewarding. Several characteris-
tics of serious games have been identified for this motivating
appeal. Malone (1981) proposed that the most important factors
that make playing a computer game intrinsically motivating are
challenge, curiosity, and fantasy. Two other essential factors as-
sociated with computer games, autonomy (i.e., the opportunity to
make choices) and competence (i.e., a task is experienced as
challenging but not too difficult), originate from self-determination
theory and are known to positively influence the experienced
motivation (Przybylski, Rigby, & Ryan, 2010;Ryan, Rigby, &
Przybylski, 2006). We therefore hypothesize
3. That instruction with serious games is more motivating
than conventional instruction methods.
Moderator Variables for Learning
We also investigate how situational and contextual variables
may moderate learning with serious games. We distinguish be-
tween hypothesized moderators, nonhypothesized moderators, and
methodological moderators. First, we describe and ground the
hypothesized moderators.
Learning arrangement of the comparison group. Modern
educational theories advocate active cognitive processing as a prereq-
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250 WOUTERS ET AL.
uisite for genuine learning (Chi, de Leeuw, Chiu, & LaVancher, 1994;
Mayer, 2001;Wittrock, 1974). In observational learning, for example,
stronger learning effects are reported when learners engage in active
coding (Bandura, 1976). Also, the research literature on self-
explanations indicates that an active engagement of learners in the
learning process fosters a better integration of new knowledge with
prior knowledge and higher levels of transfer (Chi et al., 1994;Renkl
& Atkinson, 2002;Roy & Chi, 2005). In this respect, a learning
environment that stimulates an active cognitive attitude of the learners
(e.g., doing practices and exercises) may foster more effective learn-
ing than does an arrangement in which learners are not explicitly
prompted to actively engage in learning (e.g., reading an expository
text or following a lecture). Therefore, the treatment that the compar-
ison group receives may be an important moderator. We hypothesize
that
4. The beneficial effect of serious games on learning is larger
when the comparison group receives passive instruction
than when the comparison group receives active instruction.
Serious game combined with other instructional methods.
In computer games, players typically act and see the outcome of their
actions reflected in changes in the game world. This may lead to a
kind of intuitive learning: They know how to apply knowledge, but
they cannot explicate it (Leemkuil & de Jong, 2011). Yet, it is
important that learners verbalize their knowledge, because it enables
them to integrate new knowledge with their prior knowledge, result-
ing in better recall and higher transfer of learning (Wouters et al.,
2008). It is possible that supplemental instruction methods (e.g.,
discussion, explicit practice) enable learners to engage in learning
activities that further support the articulation of knowledge.
Some evidence comes from Sitzmann (2011), who found that
arrangements in which a simulation game was supplemented with
other instructional methods yielded higher levels of learning. In
arrangements in which only a simulation game was used, the
comparison group performed better. In line with this observation,
we hypothesize that
5. Relative to the comparison group, learning arrangements in
which serious games are supplemented with other instruc-
tion methods will yield higher learning gains than will
arrangements in which serious games are the only instruc-
tion method.
Number of training sessions. The question can be raised
whether a training of only one session is sufficient to ensure cognitive
changes. Serious games can be complex learning environments for
several reasons. For example, players may have to attend to different
locations on the screen and coordinate this with mouse or joystick
movements, or they may have to engage in a task in which multiple
variables that mutually interact play a role. It is plausible that, in
comparison to that of conventional instruction methods, the effective-
ness of serious games in terms of learning pays off only after multiple
training sessions in which the players get used to the game. We
hypothesize that
6. Multiple training sessions with serious games will yield
higher learning gains than will multiple training sessions
with conventional instruction methods.
Group size. One argument for collaborative learning in com-
puter games is that it supports learners in articulating the knowl-
edge that would otherwise have remained intuitive (van der Meij,
Albers, & Leemkuil, 2011), but research comparing collaborative
and solitary game play is ambiguous. The observation by Inkpen,
Booth, Klawe, and Upitis (1995) that collaborative play resulted in
significantly higher scores on motivation and learning outcomes
than did solitary play was not confirmed by van der Meij et al.
(2011). The meta-analysis by Vogel et al. (2006) revealed that both
single users and groups showed higher cognitive gains in interac-
tive simulations and games than in conventional teaching methods,
but the effect size for single users was much larger than for groups.
On the basis of these observations, we hypothesize that
7. Compared with the comparison group, single users will
yield higher learning gains than will players who play in
a group.
In addition to investigating these hypothesis-oriented moderator
variables, we investigated other variables that potentially may have
a moderating effect on learning. These include instructional do-
main, age of the player, the level of realism, and the use of a
narrative.
Instructional domain. Serious games are used in different
domains, ranging from domains that are part of school curricula
(e.g., biology, mathematics), job-oriented domains (e.g., military),
to more basic cognitive processing (e.g., visual attention). Some
domains may be more connected with learning with serious games
than are other domains.
Age. The question can be raised whether age is a moderator.
The meta-analysis by Vogel et al. (2006), however, did not find
differences between age groups in learning with serious games. In
the light of the large number of studies over the last 5 years, we
addressed this question again.
Level of realism. Designers of serious games have neither the
money nor the time to create computer games that can match
commercial computer games in level of realism. It is sometimes
argued that players have expectations about the design of serious
games that are based on their experience with commercial com-
puter games. In that case, it is not unlikely that they will become
disappointed, which may be reflected in less motivation and learn-
ing. Vogel et al. (2006) investigated the level of realism (photo-
realistic, high-quality cartoons, low-quality pictures, or unrealistic)
in their meta-analysis but found no differences between the levels.
The rapid technological developments and the increase in empir-
ical studies in the last years justify a new examination of the
impact of the level of realism.
Narrative. In game genres such as adventure games and role-
playing games, narratives play an important role (Prensky, 2001).
Research on learning from text shows that narratives foster learn-
ing and engagement. For example, compared with expository text
or newspaper items, stories yield better recall, generate more
inferences, and are more entertaining (Graesser, Singer, & Tra-
basso, 1994). Another argument for adding a narrative to the game
is that it may scaffold problem solving during the game (Dickey,
2006). From a cognitive perspective, however, it can be argued
that an engaging narrative may distract learners from the learning
material and, given the limited cognitive capacity, withhold from
them cognitive activities that yield learning (Mayer, Griffith, Naf-
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251
META-ANALYSIS OF EFFECTS OF SERIOUS GAMES
taly, & Rothman, 2008). It is as yet unclear whether a narrative in
a serious game will foster learning and engagement. Some value-
added studies have been conducted, but they reported contradic-
tory results. For example, McQuiggan, Rowe, Lee, and Lester
(2008) found a negative effect of a narrative compared to a
minimal narrative in a computer game, and Cordova and Lepper
(1996) reported a beneficial effect when a narrative component
(fantasy) was included.
Finally, we considered some methodological moderators. Meta-
analyses allow a comparison of studies that use different experi-
mental designs and different statistical methods. However, com-
paring studies with different degrees of methodological rigor may
also obscure the results of the meta-analysis and thus jeopardize
the conclusion that the weighted mean effect size is attributable to
specific features of the studies and not to spurious factors that
come with such studies. We identified three methodological indi-
cators that potentially may influence the weighted mean effect size
and the impact of study features.
Publication source. A potential danger in a meta-analysis is
the “file drawer problem”: the concern that the studies in the
meta-analysis are not a correct reflection of all studies that are
actually conducted (Ellis, 2010) because studies published in peer-
reviewed journals and/or proceedings are more likely to have
achieved statistical significance and larger effect sizes than are
studies that have not been published (Rosenthal, 1995). Therefore,
we used the publication source (peer-reviewed journal, proceed-
ings, and unpublished) as a moderator variable.
Randomization. Second, we took into account whether a pure
or a quasi-experimental design was used. In the latter case, par-
ticipants are not randomized between the conditions, which may
allow alternative explanations for the results that are found.
Experimental design. Finally, we considered whether a
posttest-only design or a pretest–posttest design was used.
Moderator Variables for Motivation
For motivation, the same moderator variables were used, but we
did not formulate hypotheses. We used the moderators to explore
whether and to what extent contextual and situational factors have
an impact on the motivational appeal of serious games.
Method
Literature Search
We started with computer-based searches via Google Scholar.
The search terms we used were game-based learning, PC games,
video game, computer video game, serious games, educational
games, simulation games, virtual environments, and muve. If nec-
essary, these search terms were combined with learning, instruc-
tion, training, motivation, and engagement. In addition, we inves-
tigated the references of previous meta-analyses and reviews on
the effectiveness of serious games (Fletcher & Tobias, 2006;Ke,
2009;O’Neil et al., 2005;Sitzmann, 2011;Vogel et al., 2006;
Wouters et al., 2009). In order to find unpublished but relevant
studies, we asked researchers and educators within our network of
scholars whether they were aware of relevant studies for the
meta-analysis. Our meta-analysis covered the period from 1990 to
2012. Our research located 190 studies, of which 38 studies met
our inclusion criteria (see the next section).
Inclusion Criteria and Coding
There were four inclusion criteria. First, the experimental group
learned the content of the domain through a serious game, either as
the sole instruction method or in combination with other instruc-
tional methods. In addition, there was a comparison group that
engaged in an alternative instructional method. Second, the serious
games and comparison groups had to receive the same learning
content. Third, the study reported data or indications that allowed
us to calculate or estimate effect sizes (group means and standard
deviations, ttest, Ftest, etc.). Fourth, we focused on nondisabled
participants. The characteristics of each study that, in addition to
the effect sizes and the sample sizes, were coded are described
next.
Learning and retention. Two categories of learning out-
comes were used to classify learning. “Knowledge” was used
when a test involved knowledge of concepts, principles, defini-
tions, symbols, or facts (e.g., Papastergiou, 2009, on computer
knowledge). Studies in which learners had to solve problems,
make decisions, or apply rules to a situation were coded as “Cog-
nitive skills” (e.g., Kebritchi, Hirumi, & Bai, 2010). Retention was
coded when a delayed measure for learning was available (the low
number of pairwise comparisons does not allow a further break-
down in knowledge and cognitive skills). In the majority of the
studies the delayed test took place 1 to 5 weeks after the interven-
tion, but in one study the delayed test took place after 27 weeks
(Segers & Verhoeven, 2003).
Motivation. We adopted a broad view on motivation. In the
majority of the studies, a questionnaire or survey was used to
measure motivation (e.g., Parchman, Ellis, Christinaz, & Vogel,
2000), interest (e.g., Ritterfeld, Shen, Wang, Nocera, & Wong,
2009), engagement (e.g., van Dijk, 2010), or attitude toward the
topic involved in the experiment (e.g., Miller & Robertson, 2010).
In one study, ratings of observed engagement (Brom, Preuss, &
Klement, 2011) were used as a measure for motivation.
Learning arrangement of the comparison group. “Active
instruction” refers to instruction methods that explicitly prompt
learners to learning activities (e.g., exercises, hypertext training).
We also coded whether the focus of the activity was drill-and-
practice oriented or problem-solving oriented. “Passive instruc-
tion” includes listening to lectures; receiving classical instruction;
and reading textbooks, expository text, or a PowerPoint presenta-
tion. Studies in which a combination of active and passive instruc-
tion was used were coded as “Mixed instruction.” For example,
Squire, Barnett, Grant, and Higginbotham (2004) used a compar-
ison group with guided discovery involving interactive lectures,
experiments, and demonstrations.
Serious game combined with other instructional methods.
A study was coded “Inclusive” when the serious game was com-
bined with other instructional methods (e.g., Kebritchi et al.,
2010). When the serious game was the only instructional method,
it was coded as “Exclusive” (e.g., Adams, Mayer, MacNamara,
Koenig, & Wainess, 2012).
Number of training sessions. Studies in which learners en-
gaged in only one training session with the serious game were
coded “1 session.” The time of this session ranged from 18 min
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252 WOUTERS ET AL.
(van Dijk, 2010)to3hr(Jong, Shang, Lee, Lee, & Law, 2006).
Studies involving more than one session were coded as “Multiple
sessions.” The number of sessions varied from three (Gremmen &
Potters, 1997)to40(Miller & Robertson, 2010).
Group size. When learners worked alone with the serious
game, the study was coded “Individual.” In the case of dyads or a
larger group, the study was coded “Group.” One study used a mix
of individual and group game play (Kebritchi et al., 2010), but it
was coded as Group.
Instructional domain. The studies in our research covered a
broad range of domains. The domains biology, mathematics, lan-
guage, and engineering were coded as such. Domains that were
mentioned only a few times (aviation, computer science, geogra-
phy, physics, military, and triage) were coded as “Other.”
Age. The following categories were used: “Children” (until 12
years), “Preparatory education” (13 to 17 years), “Students”
(18 –24 years), and “Adults” (older than 25 years).
Level of realism. Games that were either textual (e.g., Grem-
men & Potters, 1997) or schematic (e.g., mazelike type of games;
see Papastergiou, 2009) were coded “Schematic.” Cartoonlike
games were coded as “Cartoon” (e.g., Brom et al., 2011), likewise
photorealistic games were coded as “Realistic” (e.g., Kebritchi et
al., 2010). In some studies, different types of serious games were
used (e.g., Segers & Verhoeven, 2003). When the level of realism
could be determined for all types, the study was coded under one
of the aforementioned classifications (if all game types had the
same level of realism) or as “Mixed” (if the game types had
different levels of realism). “Unknown” was used when the level
of realism of a game could not be determined.
Narrative. Games with a basic storyline (e.g., Ke, 2008)or
more elaborated storyline (e.g., Barab et al., 2009) were coded as
“Narrative.” Games without a storyline were coded “Nonnarra-
tive” (e.g., Cameron & Dwyer, 2005).
Methodological variables. For each study, three methodolog-
ical variables were coded. To start with, the publication source
could be a peer-reviewed journal, proceedings, or unpublished.
Second, we coded whether or not participants were assigned ran-
domly to the conditions. If schools or classes were randomly
assigned to conditions and the learning effects were reported on an
individual level, we coded the study as not random (e.g., Miller &
Robertson, 2010). Finally, the experimental design of the study—
either posttest only or pretest–posttest—was coded.
A random selection of 20 studies was coded independently by
two raters. The mean intercoder agreement was 90.8%. Differ-
ences in codings were discussed until agreement was reached. The
remaining studies were coded by the first author.
Calculation and Analysis of the Effect Sizes
Cohen’s dwas used as indicator for the effect size: The differ-
ence on the dependent variables (learning, retention, or motiva-
tion) between the serious game group and the comparison group
was calculated and divided by the pooled standard deviation.
When the means and/or standard deviations were not available,
formulas were used to estimate the effect size based on data of the
ttest or the univariate Ftest (Glass, McGaw, & Smith, 1981),
adjusted means, or gain scores (Hedges & Olkin, 1985).
Effect sizes for studies with small sample bias were corrected
(cf. Hedges & Olkin, 1985). When multiple measurements were
used for learning, retention, or motivation, an average was calcu-
lated. It was subsequently used to estimate the effect size. When
multiple learning outcomes and/or multiple treatment or compar-
isons groups were used, each pairwise combination of a learning
outcome and/or treatment or comparison group was treated as an
independent study. The sample size was adjusted to avoid the
overrepresentation of studies with multiple pairwise comparisons.
For this purpose, we developed a procedure to assure that no
comparison received an inappropriate weight (see the Appendix
for a description of the procedure and an example).
We used the random-effects model for the main analyses and the
moderator analyses with 95% confidence intervals around the
weighted mean effect sizes. To calculate the effect sizes, we
created a program in Excel using the formulas provided by Ellis
(2010) and Borenstein, Hedges, Higgins, and Rothstein (2009).
Results
In total, 39 studies were identified; they yielded 77 pairwise
comparisons on learning outcomes, 17 pairwise comparisons on
retention, and 31 pairwise comparisons on motivation. Although
we focused on studies conducted after 1990, 54% of the studies
were conducted in the last 5 years (2007–2012). In total, 5,547
participants were involved. The sample sizes of the studies ranged
from 16 to 1,105 participants. Table 1 (learning and retention) and
Table 2 (motivation) present all included pairwise comparisons
with effect sizes and their classification on the nonmethodological
moderator variables.
The heterogeneity of effect sizes was confirmed only for learn-
ing (Q
total
323.79, df 76, p.001) and for motivation
(Q
total
71.05, df 30, p.001) but not for retention (Q
total
8.68, df 16, p.05). Therefore, a moderator analysis is justified
for learning and motivation. For all analyses, alpha was set at .05.
Main Effect Analysis
The weighted mean effect sizes are presented in Table 3. Al-
though we included a methodological moderator to examine a
possible publication bias, we also calculated the fail-safe N, which
is the number of studies averaging null results that has to be
retrieved in order to reject the summary effect size. A publication
bias is unlikely to occur when the fail-safe N(for this study, 3,489)
exceeds the suggested threshold of the quintuple of pairwise com-
parisons plus 10 (Ellis, 2010), which is clearly the case in this
review: 3,489 577 10 395.
The first hypothesis, which predicts that instruction with serious
games yields higher learning gains than conventional instruction,
is confirmed. The weighted mean effect size of 0.29 for learning in
favor of serious games is statistically significant (z4.67, p
.001). Also, the effect sizes of knowledge and cognitive skills
show that serious games are superior to conventional instructional
methods (knowledge: d0.27, z2.00, p.05; cognitive skills:
d0.29, z4.12, p.001). The comparisons of the effect sizes
of both learning outcomes reveal no significant differences (p
.1). We also tested the homogeneity of effect sizes for the two
learning outcomes. The Q
b
statistic,
2
(1) 3.86, p.1, suggests
that the differences between the two learning outcomes are attrib-
utable to sampling error. For this reason we used the overall
learning effect size (d0.29) in the subsequent moderator anal-
ysis.
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253
META-ANALYSIS OF EFFECTS OF SERIOUS GAMES
Table 1
Studies and Pairwise Comparisons of Serious Games vs. a Comparison Group and the Effects on Learning
Study
Adjusted
N
Learning
outcome d
immediate
d
retention
Activity comparison
group Inclusive/exclusive
No.
sessions
Group
size Domain Age
Level
of realism
Adams et al. (2012), Experiment 1 21 Knowledge 1.34 Passive (PowerPoint) Exclusive 1 Individual Biology Students Realistic
21 Skills 0.36 Passive (PowerPoint) Exclusive 1 Individual Biology Students Realistic
Adams et al. (2012), Experiment 2
Narrative 57 Skills 0.31 Passive (PowerPoint) Exclusive 1 Individual Biology Students Realistic
Nonnarrative 57 Skills 0.47 Passive (PowerPoint) Exclusive 1 Individual Biology Students Realistic
Annetta et al. (2009) 130 Skills 0.00 Active (practice) Inclusive 1 Group Biology Preparatory education Realistic
Bai et al. (2012) 219 Skills 0.19 Mixed Inclusive 1 Group Math Preparatory education Realistic
Barab et al. (2009)
Pilot study 35 Skills 0.66 Passive (PowerPoint) Exclusive 1 Individual Biology Students Realistic
Pilot study 35 Skills 0.87 Active (hypertext) Exclusive 1 Individual Biology Students Realistic
Main study 12 Skills 0.76 Passive (PowerPoint) Exclusive 1 Individual Biology Students Realistic
Main study 12 Skills 1.39 Passive (PowerPoint) Exclusive 1 Group Biology Students Realistic
Main study 12 Skills 0.29 Mixed Exclusive 1 Individual Biology Students Realistic
Main study 12 Skills 0.69 Mixed Exclusive 1 Group Biology Students Realistic
Barab et al. (2012) 65 Skills 0.47 Active (assignments) Inclusive 1 Individual Biology Preparatory education Realistic
Barlett et al. (2009) 54 Skills 0.28 Active (Internet task) Exclusive 1 Individual Other Students Realistic
59 Skills 0.19 Active (Internet task) Exclusive 1 Individual Other Students Realistic
Betz (1996) 24 Skills
—a
0.64 Passive (reading) Inclusive 1 Individual Other Students Cartoon
Brom et al. (2011) 100 Knowledge 0.03 0.25 Passive (lecture) Inclusive 1 Individual Biology Preparatory education Cartoon
Cameron & Dwyer (2005)
Game 140 Skills 0.21 Passive (PowerPoint) Exclusive 1 Individual Biology Students Schematic
Game with elaborated feedback 144 Skills 0.50 Passive (PowerPoint) Exclusive 1 Individual Biology Students Schematic
Game with responsive feedback 139 Skills 0.79 Passive (PowerPoint) Exclusive 1 Individual Biology Students Schematic
Dede et al. (2005) 125 Knowledge 0.23 Mixed Inclusive 1 Individual Biology Preparatory education Realistic
Gremmen & Potters (1997) 38 Skills 0.59 0.67 Passive (lecture) Exclusive 1 Group Other Students Schematic
Jarvis & de Freitas (2009) 91 Skills 0.67 Active (practice) Inclusive 1 Individual Other Adults Realistic
Jong et al. (2006) 158 Skills 0.09 Active (hypertext) Inclusive 1 Individual Math Preparatory education Cartoon
Ke (2008) 96 Skills 0.24 Active (practice) Exclusive 1 Mix Math Preparatory education Cartoon
Ke & Grabowski (2007)
Competitive 59 Skills 0.32 Active (practice) Exclusive 1 Individual Math Preparatory education Cartoon
Cooperative 61 Skills 0.39 Active (practice) Exclusive 1 Group Math Preparatory education Cartoon
Kebritchi et al. (2010) 193 Skills 0.27 Mixed Inclusive 1 Group Math Preparatory education Realistic
Laffey et al. (2003) 56 Skills 0.96 Mixed Inclusive 1 Individual Math Children Cartoon
(table continues)
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254 WOUTERS ET AL.
Table 1 (continued)
Study
Adjusted
N
Learning
outcome d
immediate
d
retention
Activity comparison
group Inclusive/exclusive
No.
sessions
Group
size Domain Age
Level
of realism
McQuiggan et al. (2008)
Narrative 77 Skills 0.98 Passive
(PowerPoint)
Exclusive 1 Individual Biology Preparatory education Realistic
Nonnarrative 73 Skills 0.61 Passive
(PowerPoint)
Exclusive 1 Individual Biology Preparatory education Realistic
Miller & Robertson (2010) 42 Skills 0.46 Active (brain gym) Inclusive 1 Individual Math Children Unknown
Miller & Robertson (2011) 635 Skills 0.08 Mixed Inclusive 1 Individual Math Children Unknown
Moreno et al. (2001)
Experiment 3 19 Knowledge 0.85 Active (multimedia) Exclusive 1 Individual Biology Students Schematic
Experiment 3 19 Skills 0.60 Active (multimedia) Exclusive 1 Individual Biology Students Schematic
Nicol & Anderson (2000) 12 Skills 0.06 0.04 Active (exercises) Exclusive 1 Group Math Adults Unknown
Okolo (1992) 41 Skills 0.00 Active (practice) Exclusive 1 Individual Math Students Unknown
Papastergiou (2009) 88 Knowledge 0.61 Mixed Inclusive 1 Individual Other Preparatory education Schematic
Parchman et al. (2000)
CBDP 10 Knowledge
b
0.91 Active (practice) Exclusive 1 Individual Engineering Students Cartoon
CBDP 10 Skills 0.32 Active (practice) Exclusive 1 Individual Engineering Students Cartoon
ECBI 15 Knowledge 0.57 Mixed Exclusive 1 Individual Engineering Students Cartoon
ECBI 15 Skills 0.47 Mixed Exclusive 1 Individual Engineering Students Cartoon
CI 15 Knowledge 0.21 Mixed Exclusive 1 Individual Engineering Students Cartoon
CI 15 Skills 0.31 Mixed Exclusive 1 Individual Engineering Students Cartoon
Ricci et al. (1996) 30 Knowledge 0.27 0.32 Active (test) Exclusive 1 Individual Other Students Schematic
30 Knowledge 1.28 0.47 Passive (reading) Exclusive 1 Individual Other Students Schematic
Ritterfeld et al. (2009) 19 Knowledge 0.32 0.46 Active (hypertext) Exclusive 1 Individual Biology Students Realistic
19 Skills 0.25 0.33 Active (hypertext) Exclusive 1 Individual Biology Students Realistic
19 Knowledge 0.62 0.68 Passive (reading) Exclusive 1 Individual Biology Students Realistic
19 Skills 0.28 0.15 Passive (reading) Exclusive 1 Individual Biology Students Realistic
Rosas et al. (2003)
Reading 368 Skills 0.02 Mixed Inclusive 1 Individual Language Preparatory education Cartoon
Spelling 368 Skills 0.10 Mixed Inclusive 1 Individual Language Preparatory education Cartoon
Mathematics 368 Skills 0.08 Mixed Inclusive 1 Individual Math Preparatory education Cartoon
Seelhammer (2009) 20 Knowledge 1.60 Passive (reading) Inclusive 1 Individual Biology Preparatory education Realistic
20 Skills 0.57 Passive (reading) Inclusive 1 Individual Biology Preparatory education Realistic
Segers & Verhoeven (2003)
Immigrants, year 1 33 Knowledge 0.10 0.01 Mixed Inclusive 1 Individual Language Children Cartoon
Immigrants, year 2 62 Knowledge 0.34 0.36 Mixed Inclusive 1 Individual Language Children Cartoon
Natives, year 1 34 Knowledge 0.23 0.10 Mixed Inclusive 1 Individual Language Children Cartoon
Natives, year 2 18 Knowledge 0.33 0.26 Mixed Inclusive 1 Individual Language Children Cartoon
Sindre et al. (2009) 32 Knowledge 0.33 Active (exercises) Inclusive 1 Individual Other Students Unknown
32 Knowledge 0.38 Passive (reading) Inclusive 1 Individual Other Students Unknown
Squire et al. (2004) 90 Skills 1.75 Mixed Inclusive 1 Individual Other Preparatory education Cartoon
Suh et al. (2010)
Listening 55 Skills 2.22 Mixed Inclusive 1 Group Language Preparatory education Unknown
Speaking 55 Skills 0.22 Mixed Inclusive 1 Group Language Preparatory education Unknown
Reading 55 Skills 1.20 Mixed Inclusive 1 Group Language Preparatory education Unknown
Writing 55 Skills 1.71 Mixed Inclusive 1 Group Language Preparatory education Unknown
van Dijk (2010) 24 Knowledge 0.78 1.07 Passive
(PowerPoint)
Exclusive 1 Individual Other Students Realistic
24 Knowledge 0.33 1.06 Passive
(PowerPoint)
Exclusive 1 Individual Other Students Realistic
(table continues)
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255
META-ANALYSIS OF EFFECTS OF SERIOUS GAMES
The second hypothesis predicts that instruction with serious
games yields a higher level of retention than training with con-
ventional instructional methods. Indeed, the results show that the
superiority of serious games over conventional instructional meth-
ods is maintained in a delayed test (d0.36, z2.41, p.05).
The third hypothesis predicts that serious games are more mo-
tivating than conventional instructional methods. Although the
summary effect size is 0.26 in favor of serious games, the corre-
sponding zscore indicates that the difference in motivation is not
statistically significant (z1.77, p.05).
Moderator Analysis
We conducted a moderator analysis only for learning and mo-
tivation. For retention, a moderator analysis was not appropriate,
given the homogeneous distribution of effect sizes (see the afore-
mentioned Q
total
statistic) and the low number of pairwise com-
parisons.
In order to compare the subgroups in the moderator analysis, we
adopted the z-testing method for random effects with separate
estimates of between-study variance (see Borenstein et al., 2009).
When a moderator variable comprised more than two categories,
the Holm–Bonferroni procedure was used to adjust the critical p
value to control for the Type 1 error (cf. Ginns, 2005). In Holm’s
sequential version, the results of the Bonferroni tests are ordered
from the smallest to the highest pvalue. The test with the lowest
pvalue is then tested first with a Bonferroni correction involving
all tests. The second test applies a Bonferroni correction involving
one test less. This procedure continues for the remaining tests
(Abdi, 2010).
Moderator analysis for learning. The results of the moder-
ator analysis for learning are shown in the left part of Table 4.
The fourth hypothesis predicts that serious games yield more
learning when the comparison group engages in passive instruction
rather than active instruction. This hypothesis is not confirmed
(z
active-passive
⫽⫺1.38, p.05). On the contrary, serious games
do not improve learning more than does passive instruction. The
beneficial effect of serious games is larger for mixed instructional
methods than for passive instruction methods (z
mixed-passive
2.56,
p.005). All other comparisons revealed no significant differ-
ences (ps.05). Although the effect of serious games seems
stronger for instruction with a focus on problem solving (d0.31)
than for drill-and-practice-oriented instruction (d0.22), the
difference is not significant (z
drill-and-practice-problem solving
0.45,
p.1).
In Hypothesis 5, we expect that, for the experimental relative to
the comparison group, serious games supplemented with other
instructional methods will yield higher learning gains than serious
games without supplemental instructional methods. The results
confirm this hypothesis: Compared with conventional instruction
methods, serious games yield higher learning gains irrespective of
whether they are presented alone (d0.20) or supplemented with
other instructional methods (d0.41), but learners learn most
when serious games are supplemented with other instructional
methods (z
inclusive-exclusive
1.66, p.048).
The sixth hypothesis predicts that multiple training sessions
with serious games will yield higher learning gains than multiple
training sessions with conventional instruction methods. When
only one training session is involved, serious games are not more
Table 1 (continued)
Study
Adjusted
N
Learning
outcome d
immediate
d
retention
Activity comparison
group Inclusive/exclusive
No.
sessions
Group
size Domain Age
Level
of realism
Van Eck & Dempsey (2002)
Adventure/computer 23 Skills 0.08 Active (word
problem)
Exclusive 1 Individual Math Preparatory education Schematic
No adventure/computer 24 Skills 0.45 Active (word
problem)
Exclusive 1 Individual Math Preparatory education Schematic
Adventure/no computer 23 Skills 0.52 Active (word
problem)
Exclusive 1 Individual Math Preparatory education Schematic
No adventure/no computer 18 Skills 0.28 Active (word
problem)
Exclusive 1 Individual Math Preparatory education Schematic
Virvou et al. (2005)
Part 1 90 Knowledge 0.96 Mixed Exclusive 1 Individual Other Preparatory education Realistic
Part 2, poor performance 30 Knowledge 1.79 Mixed Exclusive 1 Individual Other Preparatory education Realistic
Part 2, medium performance 30 Knowledge 0.84 Mixed Exclusive 1 Individual Other Preparatory education Realistic
Part 2, good performance 30 Knowledge 0.10 Mixed Exclusive 1 Individual Other Preparatory education Realistic
Wrzesien (2010) 48 Knowledge 0.28 Passive (reading) Exclusive 1 Group Biology Children Realistic
Yip & Kwan (2006) 100 Knowledge 1.20 Active Inclusive 1 Individual Language Students Unknown
Note. CBDP computer-based drill and practice; ECBI experimental computer-based instruction; CI classical instruction.
a
In the Betz (1996) study, learning was measured after a week. It was therefore classified as retention.
b
In the Parchman et al. (2000) study, knowledge of definitions and symbols was defined as
knowledge and principle and rule application was defined as cognitive skills. The column Activity comparison group describes the instruction activity and how it was classified in the meta-analysis.
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256 WOUTERS ET AL.
Table 2
Studies and Pairwise Comparisons of Serious Games vs. a Comparison Group and the Effects on Motivation
Study
Adjusted
NMotivation d
Activity comparison
group Inclusive/exclusive
No.
sessions
Group
size Domain Age
Level
of realism
Annetta et al. (2009) 72 Observed engagement 0.81 Active (practice) Inclusive 1 Group Biology Preparatory education Realistic
Bai et al. (2012) 219 ARCS 0.30 Mixed Inclusive 1 Group Math Preparatory education Realistic
Barab et al. (2012) 33 Question engagement 1.59 Active (assignments) Inclusive 1 Individual Biology Preparatory education Realistic
Brom et al. (2012) 50 Question appeal 0.02 Passive (lecture) Inclusive 1 Individual Biology Preparatory education Cartoon
50 Question value 0.47 Passive (lecture) Inclusive 1 Individual Biology Preparatory education Cartoon
Ke (2008) 358 ATMI 0.47 Active (practice) Exclusive 1 Mix Math Preparatory education Cartoon
Ke & Grabowski (2007)
Competitive 59 ATMI 0.18 Active (practice) Exclusive 1 Individual Math Preparatory education Cartoon
Cooperative 61 ATMI 0.55 Active (practice) Exclusive 1 Group Math Preparatory education Cartoon
Kebritchi et al. (2010) 193 Survey 0.23 Mixed Inclusive 1 Group Math Preparatory education Realistic
Kuo (2007) 23 Survey 0.67 Active (explore) Exclusive 1 Individual Biology Children Cartoon
23 Visiting times 0.76 Active (explore) Exclusive 1 Individual Biology Children Cartoon
Miller & Robertson (2010) 14 Learning self-concept 0.46 Active (brain gym) Inclusive 1 Individual Math Children Unknown
14 Self-esteem 0.13 Active (brain gym) Inclusive 1 Individual Math Children Unknown
14 Math self-concept 0.05 Active (brain gym) Inclusive 1 Individual Math Children Unknown
Miller & Robertson (2011) 212 Learning self-concept 0.00 Mixed Inclusive 1 Individual Math Children Unknown
212 Self-esteem 0.08 Mixed Inclusive 1 Individual Math Children Unknown
212 Math self-concept 0.12 Mixed Inclusive 1 Individual Math Children Unknown
Moreno et al. (2001)
Experiment 3 19 Question motivation 0.10 Active (multimedia) Exclusive 1 Individual Biology Students Schematic
Experiment 3 19 Question interest 0.24 Active (multimedia) Exclusive 1 Individual Biology Students Schematic
Papastergiou (2009) 88 Question 0.41 Mixed Inclusive 1 Individual Other Preparatory education Schematic
Parchman et al. (2000) 20 ARCS 0.01 Active (practice) Exclusive 1 Individual Engineering Students Cartoon
30 ARCS 0.72 Mixed Exclusive 1 Individual Engineering Students Cartoon
31 ARCS 0.12 Active (practice) Exclusive 1 Individual Engineering Students Cartoon
Ricci et al. (1996) 30 Question 0.57 Active (tests) Exclusive 1 Individual Other Students Schematic
30 Question 1.21 Passive (reading) Exclusive 1 Individual Other Students Schematic
Ritterfeld et al. (2009) 38 Question 0.37 Active (hypertext) Exclusive 1 Individual Biology Students Realistic
38 Question 0.34 Passive (text) Exclusive 1 Individual Biology Students Realistic
van Dijk (2010) 24 Question 0.25 Passive (PowerPoint) Exclusive 1 Individual Medicine Students Realistic
Wrzesien et al. (2010) 24 Question engagement 0.66 Passive (reading) Exclusive 1 Group Biology Children Realistic
24 Question enjoyment 0.89 Passive (reading) Exclusive 1 Group Biology Children Realistic
24 Question motivation 0.00 Passive (reading) Exclusive 1 Group Biology Children Realistic
Note. The column Activity comparison group describes the instruction activity and how it was classified in the meta-analysis (between brackets). ATMI Attitude Towards Mathematics Inventory;
ARCS Attention Relevance Confidence Satisfaction.
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257
META-ANALYSIS OF EFFECTS OF SERIOUS GAMES
effective than conventional instruction methods. However, consis-
tent with the hypothesis, the results also show that multiple ses-
sions yield higher learning gains for serious games than for con-
ventional instruction methods (d0.54). Additionally, the
comparison of the groups reveal that multiple sessions are more
effective than only one session (z
1 session-multiple sessions
3.94, p
.003).
In Hypothesis 7, we predict that, for the experimental relative to
the comparison group, learners learn more when they individually
play serious games than when they play in a group. Not only do the
results reject the hypothesis, but they also show that the reverse is
the case: With serious games, both learners playing individually
and those playing in a group learn more than the comparison group
(respectively, d0.22 and d0.66), but learners who play
serious games in a group learn more (z
individual-group
2.34, p
.01).
In general, the results show that serious games improve learning
more than conventional instruction methods in all domains except
biology and engineering, but there is also much variation between
the domains. Serious games are particularly effective in language
(d0.66). For the experimental relative to the comparison group,
serious games yield more learning in language than in biology
(z
language-biology
2.28, p.01) and mathematics (z
language-math
2.25, p.01).
Serious games are superior to the comparison group for all age
groups with the exception of adults. The comparisons of age
groups reveal no differences (ps.1). With respect to the level of
realism, the results indicate that instruction with schematic serious
games is superior to conventional instruction methods (d0.46).
This is not true for cartoonlike or realistic serious games (p.05).
Mutual comparisons also show that schematic serious games are
more effective than cartoonlike or realistic games (z
schematic-
cartoonlike
1.89, p.03, z
schematic-realistic
2.25, p.01).
Compared with conventional instruction methods, serious games
without a narrative seem to be more effective than serious games
with a narrative, but the difference is not significant (z
narrative-no
narrative
1.34, p.09).
Turning to the methodological moderators, we see that only
studies in peer-reviewed journals report higher learning gains for
serious games. For proceedings and unpublished papers the effect
sizes are even negative, but it should be noted that the number of
pairwise comparisons in both publication sources is very low.
Comparisons based on the Holm–Bonferroni procedure show no
significant differences between the publication sources (ps.05).
The beneficial effect of serious games is contingent on the exper-
imental rigor: Random assignment attenuates the effect of serious
games (z
random-nonrandom
2.75, p.003). In fact, in studies with
randomization, serious games are not more effective than conven-
tional instruction methods. Finally, the experimental design of the
study (posttest only: d0.25 vs. pretest–posttest design: d
0.32) does not have an impact on the magnitude of the effect size
(z
posttest only-preposttest
0.55, p.1).
Moderator analysis for motivation. The right side of Table
4shows the moderator analysis for motivation. Two interesting
observations can be made. First, serious games are more motivat-
ing compared to a group receiving active instruction (d0.45,
p.02). Second, relative to conventional instruction methods,
serious games are more motivating when they are not combined
with other instruction methods (d0.37, p.03). We also found
that, relative to a group receiving conventional instruction, sche-
matic serious games are more motivating (d0.51, p.02), but
this conclusion is based on only five pairwise comparisons. All
other moderators are not statistically significant. No comparisons
of the subgroups within the moderator variables reached statistical
significance (ps.1).
Discussion
It is often argued that the affordances of computer games can be
used to foster learning and motivation in instruction. Indeed sev-
eral reviews have—at least partly—shown this potential (Ke,
2009;Vogel et al., 2006;Wouters et al., 2009), but the increase in
empirical studies on serious games in the last 5 years justifies a
new meta-analysis. In addition, it is still not clear which instruc-
tional and contextual factors have an impact on the effectiveness of
serious games. Our results confirm the findings of the earlier
reviews that, in general, serious games are more effective than
conventional instruction methods. However, there are also some
striking differences, which we discuss in this section.
Learning
The results on knowledge and cognitive skills suggest that
training with serious games is more effective than training with
conventional instruction methods. In line with Sitzmann (2011),
the retention outcome shows that the cognitive gains are not
attributable to the “freshness” of the learning material but that
these gains persist in the long term. This retention effect is impor-
Table 3
Main Effects for Learning, Retention, and Motivation Comparing Serious Games With Other
Instructional Methods
Variable dSEkN 95% CI Q
t
Learning 0.29
ⴱⴱ
.06 77 5,547 [0.17, 0.42] 323.97
Knowledge 0.27
.14 25 948 [0.01, 0.54] 90.12
Skills 0.29
ⴱⴱ
.07 52 4,599 [0.15, 0.43] 226.61
Retention 0.36
.16 16 499 [0.07, 0.68] 8.68
Motivation 0.26 .15 31 2,216 [0.03, 0.56] 71.05
Note.dweighted mean effect size (
p.05;
ⴱⴱ
p.001); SE standard error of the effect size; k
number of pairwise comparisons; Nsum of the sample sizes of each pairwise comparison; CI confidence
interval; Q
t
homogeneity statistic.
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258 WOUTERS ET AL.
tant, because it supports what teachers and instructors deem im-
portant: that serious games lead to well-structured prior knowledge
on which learners can build on during their learning career.
The meta-analysis also distinguishes some situational and con-
textual factors. The positive effect of multiple training sessions on
learning is larger for serious games than for conventional instruc-
tion methods. We assumed that the advantages of serious games
would emerge when the players engaged in more training sessions
and became used to the complex learning environment. However,
the results also allow other explanations. For example, with respect
to text comprehension, Kintsch, Welsch, Schmalhofer, and Zimny
(1990) have shown that memory for the surface level and textbase-
level representation of text decays over time, whereas memory for
the situation model is robust to such decay. Perhaps immediately
after learning from conventional instruction or the game, the
textbase representation is still sufficiently available, causing no
difference between the conventional instruction and game condi-
tions. In contrast, after a decay of 2 to 4 days, students may need
the situation model of the text to perform adequately on the test;
then, the benefit by deeper processing in the game condition pays
off (cf. Kintsch, 1998, p. 328). Some evidence for this assertion
comes from the retention measure. Studies with a one-session
Table 4
Moderator Analysis Comparing Serious Games With Other Instructional Methods for Learning and Motivation
Variable
Learning Motivation
dk95% CI for dd k95% CI for d
Activity comparison group
Active instruction 0.28
ⴱⴱⴱ
24 [0.12, 0.45] 0.45
13 [0.09, 0.80]
Drill and practice 0.22
ⴱⴱ
13 [0.08, 0.35] 0.27 9 [0.20, 0.75]
Problem solving 0.31
6 [0.01, 1.01] 0.88
ⴱⴱ
4 [0.31, 1.44]
Unknown 0.28
5 [0.02, 0.54]
Passive instruction 0.06 25 [0.20, 0 .33] 0.24 12 [0.32, 0.81]
Mixed 0.50
ⴱⴱⴱ
28 [0.30, 0.70] 0.07 6 [0.62, 0.76]
Computer game alone
Inclusive 0.41
ⴱⴱⴱ
29 [0.23, 0.59] 0.18 13 [0.33, 0.69]
Exclusive 0.20
48 [0.03, 0.37] 0.37
18 [0.07, 0.67]
No. training sessions
One session 0.10 47 [0.07, 0.26] 0.26 17 [0.21, 0.73]
Multiple sessions 0.54
ⴱⴱⴱ
30 [0.35, 0.72] 0.26 14 [0.13, 0.65]
Group size
a
Individual 0.22
ⴱⴱ
63 [0.09–0.36] 0.23 24 [0.14, 0.59]
Group 0.66
ⴱⴱ
13 [0.32, 1.00] 0.35 6 [0.31, 1.01]
Domain
Biology 0.11 28 [0.11, 0.33] 0.44 13 [0.03, 0.91]
Math/arithmetic 0.17
ⴱⴱ
16 [0.07, 0.28] 0.15 11 [0.30, 0.60]
Language 0.66
ⴱⴱ
11 [0.25, 1.07]
Engineering 0.36 6 [0.80, 0.09] 0.24 7 [0.62, 1.10]
Others 0.54
ⴱⴱⴱ
16 [0.23, 0.85]
Age
Children 0.30
ⴱⴱ
8 [0.08, 0.52] 0.15 11 [0.30, 0.60]
Preparatory education 0.33
ⴱⴱ
31 [0.13, 0.54] 0.32 10 [0.15, 0.79]
Students 0.23
36 [0.04, 0.42] 0.22 10 [0.49, 0.93]
Adults 0.50 2 [0.10, 1.10]
Level of realism
Schematic 0.46
ⴱⴱⴱ
14 [0.27, 0.65] 0.51
5 [0.05, 0.96]
Cartoonlike 0.20 20 [0.01, 0.40] 0.12 15 [0.42, 0.67]
Photorealistic 0.14 32 [0.08, 0.35] 0.40 9 [0.16, 0.97]
Mixed
Unknown 0.72
ⴱⴱ
11 [0.27, 1.16] 0.71 2 [0.01, 1.42]
Narrative
Yes 0.25
ⴱⴱⴱ
62 [0.11, 0.39] 0.32 17 [0.08, 0.71]
No 0.46
ⴱⴱ
15 [0.18, 0.73] 0.19 14 [0.27, 0.64]
Methodological variables
Publication source
Peer-reviewed journal 0.36
ⴱⴱⴱ
67 [0.24, 0.48] 0.24 28 [0.07, 0.56]
Proceedings 0.16 7 [0.91, 0.58]
Unpublished 0.20 3 [0.83, 0.43] 0.55 3 [0.10, 1.20]
Randomization
Yes 0.08 35 [0.13, 0.29] 0.36 8 [0.15, 0.86]
No 0.44
ⴱⴱⴱ
42 [0.29, 0.60] 0.25 23 [0.10, 0.60]
Design
Posttest only 0.25
ⴱⴱ
27 [0.07, 0.44] 0.12 9 [1.02, 1.25]
Pre-posttest 0.32
ⴱⴱⴱ
50 [0.16, 0.48] 0.30 22 [0.01, 0.60]
Note.dweighted mean effect size (
p.05;
ⴱⴱ
p.01;
ⴱⴱⴱ
p.001); knumber of pairwise comparisons; CI confidence interval.
a
Ke (2008) provided combined data only for cooperative and individualistic conditions. Therefore, this study is not considered in the user group variable.
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259
META-ANALYSIS OF EFFECTS OF SERIOUS GAMES
learning stage in which an immediate and a delayed test is admin-
istered show no efficacy on the short term (k9, d.14, p.1),
but they do in the long term (k9, d.40, p.01). However,
some caution is warranted. It is possible that in the short term such
brief training session cause worse learning and less motivation
than other instruction methods, whereas in the long term positive
effects may appear. For example, players may voluntarily play the
game without being asked and in this way learn. It is also possible
that they actually have learned but that the type of test that is
administered (e.g., a knowledge test asking definitions of con-
cepts) does not detect the deep level of knowledge. In this respect,
we propose to include other methods to measure learning (Day,
Arthur, & Gettman, 2001;Wouters, van der Spek, & van Oosten-
dorp, 2011).
Our hypothesis predicting that serious games are more effective
when the comparison group engages in passive instruction rather
than in active instruction is not confirmed. On the contrary, serious
games are not more effective than passive instruction. These
results seem to contradict those of Sitzmann (2011), who found
that simulation games were far more effective when compared
with passive instruction than with active instruction. A closer
examination of the results shows that this moderator confounds
with the number of instruction sessions moderator, because almost
all studies involving passive instruction are conducted during a
learning stage of one session. In that case, the failure to find a
positive effect of serious games over passive instruction may be
attributable to the one-session learning stage. This conclusion is
supported by a similar pattern for active instruction (1 session: k
16, d0.18; 1 session: k8, d0.43) and mixed instruction
(1 session: k7, d0.15; 1 session: k21, d0.58).
Another significant moderator is whether serious games are
used as the only instructional method or are supplemented with
other instructional methods. The meta-analysis shows that serious
games are more effective when they are supplemented with other
instructional methods than they are when used as sole instruction
method. This may be due to the fact that game players in the latter
case gain intuitive knowledge, but they are not prompted to ver-
balize the new knowledge and so do not anchor it more profound
in their knowledge base (Leemkuil & de Jong, 2011;Wouters et
al., 2008). The additional effect of supplemental instructional
methods is that they prompt or support players to articulate the
new knowledge and integrate it with their prior knowledge. These
findings are also in line with other research showing that the active
reflection or reviewing of information and experiences is benefi-
cial for learning. For example, regarding pure versus guided dis-
covery learning research has shown that learning by doing has to
be supplemented with opportunities to reflect (cf. Mayer, 2004).
Likewise, in the game cycle model of Garris et al. (2002), debrief-
ing, defined as the review and analysis of events that occurred in
the game itself, is regarded as the most critical part of the (serious)
game experience. This finding is also useful from a practical point
of view. Practitioners such as teachers are still reluctant to adopt
serious games in the classroom. One of the perceptions is that it is
difficult to integrate the serious game in their daily practice (cf.
Baek, 2008), but the results show the potential of using serious
games together with instruction methods that they already use in
the classroom.
Contrary to our hypothesis, serious games are more effective
when played in groups (in most studies the participants played in
dyads) than when played alone. We proposed earlier that serious
games foster some learning activities but that other learning ac-
tivities, such as the articulation of knowledge, are not automati-
cally addressed. These learning activities can be prompted by
supplementing serious games with other instruction methods. The
large effect of playing in a group suggests that this is also an
effective method to incite these additional learning activities.
However, this remains unclear, because most studies did not
accurately describe the type of guidelines the players received for
the collaboration. More research is needed, as well as a better
understanding about the most effective group size (dyads, as in
Annetta, Minogue, Holmes, & Chen, 2009, or many players, as in
Suh, Kim, & Kim, 2010).
The results of the domain variable are difficult to interpret,
because the variable confounds with other moderator variables.
Remarkable is the large effect size for language. Rich multimodal
environments such as computer games have characteristics that
appear to be beneficial for language acquisition. For instance,
graphics and dynamical visualizations may facilitate better encod-
ing of meanings and interpretations of words (cf. dual coding
theory; Clark & Paivio, 1991) or they may help learners to practice
language in an authentic and playful way (e.g., the use of a massive
multiplayer online role-playing game in Suh et al., 2010).
The results on the level of realism of serious games corroborate
those of Vogel et al. (2006). They show that, from the perspective
of learning, there is no argument to opt for photorealistic visual
designs, because more basic designs such as schematic/textual and
cartoonlike designs are equally or more effective. In that respect
the results suggest that designers of serious games should focus
more on the learning content and domain and less on visual design
issues. It would be interesting to further categorize studies that we
call photorealistic in photorealistic, 3-D, and virtual reality and to
investigate how these levels of realism moderate learning. It would
be particularly interesting when these new levels of realism are
related to specific domains and types of knowledge. For example,
are 3-D and virtual reality game environments more effective for
learning a medical triage (the classification of victims) than a plain
2-D photorealistic game environment? For most age groups with
the exception of adults, learning with serious games was more
effective than conventional instruction. Vogel et al. (2006) did not
find a difference between children and adults. They speculated that
this was somewhat counterintuitive, given the fact that children
have shorter attention spans and lower intrinsic motivation and
thus may learn better than adults with computer games. Although
we observed a difference, it is premature to draw a conclusion
because the adults age group comprised only two comparisons.
Although serious games with a narrative are not more effective
than serious games without a narrative when compared with a
conventional instruction method, the difference does suggest that
including a narrative is counterproductive. In this respect it seems
to support the argument of Adams et al. (2012) that players will
use too much of their cognitive capacity for processing the narra-
tive information that is not directly related to the learning content.
We concur with them that a story with a theme that is closely
related to the learning goals may improve the effect of a narrative.
Assuming that a narrative consists of a series of related events
(e.g., an initiating event, exposition, complication, climax, and
resolution; see Brewer & Lichtenstein, 1982), the manipulation of
the order of these events may also trigger relevant cognitive
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260 WOUTERS ET AL.
processes. The role of the manipulation of narrative events in
games is still unexplored, but research on texts has shown that the
introduction of surprise can be effective in terms of recall of story
information and appreciation of the story (Hoeken & van Vliet,
2000). Some support for the effective use of surprising events in
serious games comes from van der Spek (2011), who had learners
play a narrative-based serious game in which they learned how to
apply a medical procedure. During the game, specifically designed
surprising events were triggered, and learners could not rely any-
more on the procedure that they had learned. For example, due to
a sudden failure in a power box, there was not sufficient light to
perform a necessary step in the procedure. It was hypothesized that
this would force players to rethink the medical procedure they had
used before and to develop another solution in order to perform
that step (see also Kintsch, 1980). Indeed, the unexpected events
yielded a higher level of deep knowledge without a decline in the
reported engagement.
We did not find statistically significant evidence for a publica-
tion bias. This is in contrast with the strong publication bias found
by Sitzmann (2011) for simulation games. Possibly, the small
number of unpublished pairwise comparisons (three comparisons
from three studies) in our meta-analysis complicates the detection
of a publication bias. We did find some evidence that the meth-
odological rigor of the studies moderates the magnitude of the
effect sizes: Designs with randomization of participants report
significantly smaller effect sizes in favor of serious games than do
studies with no randomization.
Motivation
Perhaps the foremost reason to use serious games is their alleged
motivational appeal (Garris et al., 2002;Malone, 1981). The
assumption underlying the motivational appeal of serious games is
based on the high entertainment value of commercial computer
games. However, the results of the meta-analysis show that serious
games are not more motivating than the instructional methods used
in the comparison group (d0.26, but the difference is not
significant). Three plausible arguments may explain the lack of
higher motivation for serious games. To start with, it is possible
that serious games are not more motivating than other instructional
methods. Reasoning from the self-determination approach, Ryan et
al. (2006) have argued that autonomy supports intrinsic motiva-
tion. Consequently, conditions that limit the sense of control or
freedom of action may undermine intrinsic motivation (Deci,
Koestner, & Ryan, 1999). In serious games, the level of control is
twofold: It is applicable to actions and decisions within the game
but also to the instructional context, where decisions about issues
such as the type of game and when to play the game have to be
made. It is relevant to investigate whether variations in the level of
control that serious games offer moderate intrinsic motivation. We
tried to classify these variations in the studies included in this
meta-analysis but found that the majority of the papers lacked
sufficient information for us to do this adequately. With respect to
the level control in the instructional context, an essential difference
between leisure computer games and serious games is that the
former are chosen by the players and played whenever and for as
long as they want, whereas the type of game that is used and the
playing time are generally defined by the curriculum in the case of
serious games. Within the instructional context, it is possible that
the lack of control on these decisions has attenuated the motivation
appeal of serious games.
The second explanation contends that the connection between
game design with a focus on entertainment and instructional de-
sign with a focus on learning is not a natural one. Several dimen-
sions that have to be resolved in order to create really engaging
serious games, such as learning versus playing or freedom versus
control, have been outlined (de Castell & Jenson, 2003;Wouters,
van Oostendorp, Boonekamp, & van der Spek, 2011). Take the
situation in which a designer uses a pop-up screen with a message
that prompts the player to reflect. From an instructional design
perspective such a focus may yield learning, but it is also likely
that such an intervention will disturb the flow of the game and
consequently undermine the entertaining nature of the game. It is
plausible that the lack of motivational appeal is a reflection of the
fact that the world of game design and that of instructional design
are not yet integrated. If this is true, more research on factors that
connect the worlds of game design and instructional design is
required. Interesting in this respect is the work of Habgood and
Ainsworth (2011), who found that the integration of arithmetical
content with the game mechanics that make playing games enter-
taining was more motivating than a game version in which both
components were not integrated. The third explanation stems from
an examination of the methods that are commonly used for the
measurement of motivation. The question can be raised whether
it makes sense to measure affective states such as motivation
and enjoyment with questionnaires and surveys after game play;
physiological or behavioral measures such as eye tracking and
skin conductance seem to be more appropriate methods, be-
cause they can be collected during game play. Also, the player’s
motivation during game play may be attenuated after the game
has finished. In 30 of the 31 pairwise comparisons in the
meta-analysis, motivation was measured with a survey or ques-
tionnaire conducted after game play. The exception (Annetta et
al., 2009) used the rating of observed engagement during game
play as motivation measurement and found that the game was
more motivating than the instructional treatment of the com-
parison group who received practice and group discussion (es-
timated effect size d0.81).
Limitations and Directions for Future Research
Scholars have different views on what studies to include in a
meta-analysis, varying from a broad sample with different study
characteristics coded to a restricted sample that meets specific
criteria. In this meta-analysis, we have chosen a broad focus
including not only studies conducted in controlled laboratory set-
tings but also studies that took place in a classroom setting. At the
same time we have tried to further qualify the weighted mean
effect size of the analysis with a number of moderators such as
the methodological quality of the studies or the distribution of
learning (one session vs. multiple sessions). We are aware of
the fact that another view on what studies to include in the
meta-analysis may lead to other conclusions regarding the ef-
fectiveness of serious games. For example, if only studies with
a randomized sample and a pretest–posttest design are consid-
ered, the positive effect in favor of serious games may disap-
pear. In addition, our selection of moderators is not exhaustive,
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261
META-ANALYSIS OF EFFECTS OF SERIOUS GAMES
and other interesting features of studies (e.g., gender) may
influence the effect size.
A broad range of serious games, from adventure games to
puzzle games, and their application in different domains have been
examined. This large variation justifies some caution when gen-
eralizing the results. The same domain can be approached from
different game genres. For example, Kebritchi et al. (2010) used a
sophisticated 3-D adventure game to teach mathematical skills,
and Van Eck and Dempsey (2002), in the same domain, used a
basic simulation game. Despite the different game genres that were
used, both studies contributed to the d0.17 for mathematics. It
would be interesting to investigate whether specific game genres
(e.g., adventure games, simulation games) are more apt to teach
specific domains (e.g., mathematics).
Our results corroborate other findings indicating that serious
games are a more effective than other instruction methods (cf.
Sitzmann, 2011;Vogel et al., 2006). The next step is more
value-added research on specific game features that determine
this effectiveness. Given the increasing number of empirical
studies with serious games, we believe, a meta-analysis on
serious game features can be successful. An example is the role
of competition, which is regarded by some scholars as a crucial
characteristic of computer games (see the introduction), but the
question is whether competition is required to make effective
and compelling serious games. Our review of the literature
revealed some studies comparing competition and noncompe-
tition game versions (Ke, 2008;Ke & Grabowski, 2007;Van
Eck & Dempsey, 2002) that warrant such an investigation.
Also, from a cognitive consequences approach, there are inter-
esting directions for future research. For example, we found
many studies investigating the effect of playing computer
games on basic cognitive abilities, such as visual attention and
spatial ability. We did not take these studies into account,
because the “no activity” control group in these studies did not
meet our inclusion criteria. With a sample of 17 comparisons
we found a d0.33, indicating that computer games are
effective to train basic cognitive skills. Assuming that these
basic cognitive skills are associated with cognitive skills such
as problem solving, it would be interesting to examine whether
serious games foster these cognitive processes and whether
training of these processes also yields a better performance on
cognitive skills such as problem solving.
Besides the issue of the method of measurement of motiva-
tion that we addressed earlier, the definition of motivation
should be examined. We applied a broad definition of motiva-
tion, which included engagement, interest, enjoyment, the
ARCS (Attention Relevance Confidence Satisfaction; see Bai et
al., 2012) and ATMI (Attitude Towards Mathematics Inventory;
see Ke, 2008) scales, and the attitude of the player toward
school or a school domain. The question can be raised whether
all these definitions indeed refer to motivation or whether they
represent different constructs. For example, to what extent does
attitude toward school (Miller & Robertson, 2010) reflect di-
mensions of the construct motivation?
The conclusion that we have drawn from these results is that
specific instructional or contextual features, such as supple-
menting with other instructional methods and working in
groups, increase the effect of serious games. We have suggested
that these features may have enabled learners to engage in
learning activities from which they would otherwise refrain.
More research is required if these features indeed foster addi-
tional learning activities (e.g., with think-aloud protocols). And,
if this is true, can we design serious games in such a way that
these learning activities are also activated in stand-alone serious
games or when learners play solitary games? In other words,
can we design serious games in such a way that players are
automatically prompted to reflect on their performance during
game play?
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Appendix
Procedure to Adjust Sample Size
In the formula N
adjusted
[(N
experimental group
/a)(N
comparison
group
)/b]/c,ais the number of comparison groups, bis the number of
experimental groups with a serious game, and cis the number of
dependent variables. For example, Parchman, Ellis, Christinaz, and
Vogel (2000) used two different learning outcomes (c2), three
comparison groups (a3), and one experimental group (b1). The
number of participants was 20 in the experimental group, 13 in the
drill-and-practice comparison group, 23 in the computer-based in-
struction comparison group, and 24 in the classical instruction com-
parison group. This means that a total of 80 learners participated in
this study. The combination of learning outcomes and comparison
groups yields six pairwise comparisons. For each pairwise compari-
son, an adjusted nwas calculated based on the number of participants
in the experimental and comparison groups. As shown in Table A1,
the sum of the adjusted nof all pairwise comparisons equaled the total
number of participants of that study.
Received November 1, 2011
Revision received October 12, 2012
Accepted November 12, 2012
Table A1
Example of Adjustment of Sample Size With Two Different Learning Outcomes and Three Comparison
Groups
Pairwise comparison Nexperimental group Ncomparison group Dependent variable Formula Adjusted n
1 20 13 Knowledge ([20/3] [13/1])/2 9.83
2 20 13 Skills ([20/3] [13/1])/2 9.83
3 20 23 Knowledge ([20/3] [23/1])/2 14.38
4 20 23 Skills ([20/3] [23/1])/2 14.38
5 20 24 Knowledge ([20/3] [24/1])/2 15.33
6 20 24 Skills ([20/3] [24/1])/2 15.33
Total N80
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This article is intended solely for the personal use of the individual user and is not to be disseminated broadly.
265
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