Serious games research streams for social change: Critical review and framing

Author:

Dallaqua Marcel Fernandes1ORCID,Nunes Breno2ORCID,Carvalho Marly M.1ORCID

Affiliation:

1. Polytechnic School University of Sao Paulo Sao Paulo Brazil

2. Aston Business School Aston University Birmingham UK

Abstract

The number of scientific publications about serious games has exponentially increased, often surpassing human limitations in processing such a large volume of information. Consequently, the importance of frameworks for summarising such fast‐expanding literature has also grown. This paper draws a panorama of serious game research streams, focusing on higher education in engineering and management. The research design involves a systematic review using PRISMA guidelines, along with bibliometric and content analyses. The sample comprises 701 documents collected from both Scopus and Web of Science databases. For supporting bibliometric analyses, Bibliometrix and Biblioshiny tools are employed. In addition, a coding schema is developed for in‐depth analysis of 701 documents selected according to the inclusion criteria. In short, the literature on serious games for engineering and management education grows more rapidly than modern science, following a globalised, collaborative and context‐based trajectory. The results reveal five main research streams: game design guidelines, game design cases, game experiment guidelines, game experiment cases and generalists. These streams are summarised in a proposed framework. Cross‐tabulation and statistical analyses conducted in SPSS Statistics identify the key relationships amongst the research streams. Finally, opportunities to investigate serious games for sustainable development education arise, and there is a need for future efforts to formalise the framework classification algorithm. Practitioner notesWhat is already known about this topic Scientific production related to Serious Games (SGs) has grown exponentially in a globalised manner. It reflects the interest from various domains, particularly the field of sustainability in management. Literature reviews on SGs have emphasised various topics, including the acceptance of simulations and games as effective methods of teaching and learning. The role of technology‐enhanced games and simulations in the context of digital transformation in education and the emergence of sustainability as a promising field for future SGs research are also highlighted. The literature has introduced three categories for empirical research on SGs: (1) game presentation, (2) game evaluation and (3) game effectiveness. It has also highlighted methodological rigour as a common challenge across studies. What this paper adds Scientific research on SGs in Engineering and Management Higher Education (EMHE) experiences exponential and significantly faster growth compared to modern science in a globalised and collaborative manner. This growth reveals the scarcity of experts in this area and attracts the attention of various fields, particularly in the realm of sustainability. Thematic trajectories indicate a decline in discussions regarding users' perceptions of SGs and their validity as educational tools. They also demonstrate consistency in discussions about SGs design, and the potential of sustainability emerges as a promising area for future SGs in EMHE. A comprehensive framework composed by five primary research streams connects game design cases and guidelines, game experiment cases and guidelines and generalists. This framework can serve as a lens for future context‐based literature reviews, and the relationships amongst its streams reinforce the idea that the field can benefit from increased methodological rigour in experiments. Implications for practice and/or policy This review offers categorised supplementary material in which educators can discover a variety of artefacts for application in their specific educational contexts. Designers can access guidelines for enhancing the design of innovative games. Researchers can access guidelines for more effective evaluation of their artefacts across various contexts. Finally, policymakers can explore numerous experiments to inform decisions related to technology‐enhanced innovations in the classroom.

Funder

Conselho Nacional de Desenvolvimento Científico e Tecnológico

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

Publisher

Wiley

Subject

Education

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3