Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation

dc.contributor.authorVahlo Jukka
dc.contributor.authorVälisalo Tanja
dc.contributor.authorTuuri Kai
dc.contributor.organizationfi=Centre for Collaborative Research (CCR)|en=Centre for Collaborative Research (CCR)|
dc.contributor.organization-code1.2.246.10.2458963.20.87107995810
dc.converis.publication-id180003964
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/180003964
dc.date.accessioned2025-08-28T01:00:00Z
dc.date.available2025-08-28T01:00:00Z
dc.description.abstract<p>Educational functions of digital games are often seen only in the light of the serious and purposeful activities that aim for learning outcomes, in contrast with non-educational games that are designed for entertainment. The focus of this paper is in studying players' learning outcomes from playing non-educational games, and how these relate to wellbeing outcomes of playing, and gaming motivation. The data for this study was collected via a survey (<i>N</i> = 1,202) in the United Kingdom and the United States. The survey respondents answered the question regarding what players perceive they have learnt by playing digital games. A generic data-driven qualitative content analysis of the responses to this question yielded 11 categories representing different types of game-based learning outcomes. A consequent cluster analysis suggested three groups of informal game-based learning, which differed in their emphasis on (1) learning persistence, (2) learning practices and community, and (3) learning to perform. Our analyses indicated substantial connections between the learning outcomes and gameplay motives and gameplay activity preferences. Such connections point out how gameplay activity has an inherently close relationship with learning. Moreover, the results yielded significant association between learning outcomes, wellbeing measures, and eudaimonic motives to play digital games. These results indicate that playing games because gaming is aligned with players' core values and need for self-realization are clear precedents for both wellbeing and learning outcomes.<br></p>
dc.identifier.eissn1664-1078
dc.identifier.olddbid206842
dc.identifier.oldhandle10024/189869
dc.identifier.urihttps://www.utupub.fi/handle/11111/49106
dc.identifier.urlhttps://www.frontiersin.org/articles/10.3389/fpsyg.2023.1176773/full
dc.identifier.urnURN:NBN:fi-fe2025082787482
dc.language.isoen
dc.okm.affiliatedauthorVahlo, Jukka
dc.okm.discipline515 Psychologyen_GB
dc.okm.discipline515 Psykologiafi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherFrontiers Media S.A.
dc.publisher.countrySwitzerlanden_GB
dc.publisher.countrySveitsifi_FI
dc.publisher.country-codeCH
dc.relation.articlenumber1176773
dc.relation.doi10.3389/fpsyg.2023.1176773
dc.relation.ispartofjournalFrontiers in Psychology
dc.relation.volume14
dc.source.identifierhttps://www.utupub.fi/handle/10024/189869
dc.titleInformal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
dc.year.issued2023

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