| Literature DB >> 35319480 |
Femke Vanden Bempt1,2, Maria Economou1,2, Ward Dehairs2, Maaike Vandermosten2, Jan Wouters2, Pol Ghesquière1, Jolijn Vanderauwera1,2,3,4.
Abstract
BACKGROUND: Enjoyment plays a key role in the success and feasibility of serious gaming interventions. Unenjoyable games will not be played, and in the case of serious gaming, learning will not occur. Therefore, a so-called GameFlow model has been developed, which intends to guide (serious) game developers in the process of creating and evaluating enjoyment in digital (serious) games. Regarding language learning, a variety of serious games targeting specific language components exist in the market, albeit often without available assessments of enjoyment or feasibility.Entities:
Keywords: GameFlow; enjoyment; feasibility; language comprehension; serious gaming
Year: 2022 PMID: 35319480 PMCID: PMC8987971 DOI: 10.2196/34698
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Figure 1Main intervention task: (A) story listening (© 2016 Clavis Publishing, Hasselt–Alkmaar, New York; illustrations from Lotta ruimt het op from Diane Put and Rik De Wulf); (B) story rating; (C) multiple-choice questions; (D) reward for each correct response.
Figure 2Completion of a game session shown in the virtual hub world.
Figure 3Avatar customization system of the story game.
Corresponding criteria of the GameFlow element concentration and their implementation and fulfillment in the story game.
| Concentration criteria | Implementation in the story game | Fulfillment status |
| Stimuli are provided in different modalities | Stimuli were aurally and visually presented both in the main intervention task (eg, story audio and accompanying illustrations) as well as in the virtual hub world and avatar customization system (eg, simple tunes and visual animations) at all times. | Yes |
| Stimuli are worth attending to | Story texts and corresponding story images were selected based on the target age. The virtual hub world and the avatar customization system provided joyful, simple tunes and appeared with flat primary colors and simplified basic models and animations, which are suitable for our target age group [ | Yes |
| Games must quickly catch and hold the players’ attention and must be able to maintain focus at all times | Story texts and corresponding story images were selected based on the target age. The virtual hub world and the avatar customization system provided joyful, simple tunes and appeared with flat primary colors and simplified basic models and animations, which are suitable for our target age group [ | Yes |
| There are no irrelevant game tasks on top of the main task | When children were required to listen to the story (ie, the main learning task), the game did not require performing other irrelevant side tasks. | Yes |
| Games should require cognitive workload but should not exceed perceptual and cognitive limits | Players were required to actively listen and stay focused during the whole story-listening phase, as they could only collect rewards (coins) when they responded correctly to the content-related questions. However, stories and content-related questions were chosen to correspond to the cognitive limits of kindergarteners aged 5 years. The virtual hub world and avatar customization system warranted easy-to-use mechanics and simple, colorful animations so that players did not become | Yes |
| There are no distractors during the game tasks | Tasks in the main intervention and avatar customization phase were clearly defined, such that, when performing the tasks (eg, actively listening to the story, responding to the questions, or spending coins in the avatar customization system), players were not able to perform any other tasks and were not distracted by irrelevant stimuli. | Yes |
Corresponding criteria of the GameFlow element social interaction and their implementation and fulfillment in the story game.
| Social interaction criteria | Implementation in the story game | Fulfillment status |
| Competition between different players | The game did not intend to create competition between different players as participants in this paper were recruited anonymously and independently from each other. | No |
| Social interaction between different players (eg, chat services) | This was not applicable for our target age group of children aged 5 years. | No |
| Available social communities about the game | This was not applicable for our target age group of children aged 5 years. | No |
Figure 4Overview of the general story appreciation. Each vertical bar represents one story, and the stories are ordered based on their occurrence in the game.
Figure 5Overview of the general question response accuracy. Each vertical bar represents one question, and the questions are ordered based on their occurrence in the game.
Figure 6Attrition rate and dropout occurrence throughout the story game. Each vertical bar represents one story, and the stories are ordered based on their occurrence in the game.
Figure 7Individuals’ game exposure and training duration and their overall distributions. Bold dots represent the final training duration and final game exposure.
Figure 8Examples of the different gaming profiles of the story game. Complete and compliant player (A). Complete and noncompliant player (B). Incomplete and noncompliant player (C). Dotted lines represent the number of intervention weeks.
Figure 9Theil–Sen regression outcomes. Predictive relationship between initial mean story appreciation and final game exposure (A). Predictive relationship between initial mean question response accuracy (QRA) and final game exposure (B).
Figure 10Theil–Sen regression outcomes. Predictive relationship between initial mean story appreciation and final training duration (A). Predictive relationship between initial mean question response accuracy (QRA) and final training duration (B). TD: training duration.
Figure 11Distribution of the mean question response accuracy (MQRA) of the first game phase.
Results of the linear mixed model analysis.
| Model term | Estimate (SE) | ||
| Intercept | 63.38 (6.49) | 9.77 (71.92) | <.001 |
| Game phase | 1.44 (0.49) | 2.97 (120.12) | .004 |
| Listening comprehension | 1.56 (0.49) | 3.17 (71.91) | .002 |
| Receptive vocabulary | 0.16 (0.06) | 2.64 (72.27) | .01 |
| Morphological awareness | 0.23 (0.32) | 0.73 (72.19) | .47 |
| Game phase×listening comprehension | −0.08 (0.04) | −2.03 (119.83) | .04 |
| Game phase×morphological awareness | −0.02 (0.02) | −0.60 (123.13) | .55 |
| Game phase×receptive vocabulary | −0.01 (0.01) | −1.27 (123.71) | .21 |
a2-tailed.
bSignificant at the .05 level.
Corresponding criteria of the GameFlow element challenge and their implementation and fulfillment in the story game.
| Challenge criteria | Implementation in the story game | Fulfillment status |
| Challenges are adjusted to players’ skills | As the research group selected age-appropriate stories and invented literal questions that were supposed to match the cognitive skills of kindergarten children aged 5 years and as the virtual hub world and avatar customization system appeared self-explanatory without any form of written language, we concluded that the game tasks were adapted to the skills of the target prereading age group. | Yes |
| Challenges are player-adjusted | The selection and the order of the stories, along with their corresponding content-related questions, were fixed and the same for all players. Moreover, although we have no direct proof of the stability of the difficulty of the stories and questions, the game was originally not designed to increase in difficulty. In that sense, we concluded that the challenge levels were not individually adapted and did not increase along with progress in player skills. | No |
| Challenge levels increase to improve the players’ skills | The selection and the order of the stories, along with their corresponding content-related questions, were fixed and the same for all players. Moreover, although we have no direct proof of the stability of the difficulty of the stories and questions, the game was originally not designed to increase in difficulty. In that sense, we concluded that the challenge levels were not individually adapted and did not increase along with progress in player skills. | No |
| The game provides new challenges at appropriate times | Although not directly tested, we assumed that the difficulty level of the stories, the questions, and other tasks remained relatively stable throughout the game. However, book series and storytellers switched every 4 sessions. This required adaptability and possibly formed a new challenge for some (but not all) players. | Partly |
Corresponding criteria of the GameFlow element player skills and their implementation and fulfillment in the story game.
| Player skills criteria | Implementation in the story game | Fulfillment status |
| The game is playable without an instructive manual | Although the research group provided a short manual for the players’ parents or caregivers, the game was designed in a way that children aged 5 years could pass the first and following sessions without any form of explanation. Game mechanics were easy to use, transfers from one game mode to another occurred automatically, and as the target group was considered prereading, there was no form of written text implemented in the game. | Yes |
| Learning the game is not boring | A learning phase or tutorial game was not implemented, as game sessions were self-explanatory, and players learned to play by doing. When opening the application on the tablet for the first time, players gained enough information on how to progress. Hence, we believed that this criterion did not necessarily need to be implemented. | No |
| Absorbing tutorial games should teach players how to play the game | A learning phase or tutorial game was not implemented, as game sessions were self-explanatory, and players learned to play by doing. When opening the application on the tablet for the first time, players gained enough information on how to progress. Hence, we believed that this criterion did not necessarily need to be implemented. | No |
| Web-based help is provided for players in need | The research group did not provide a web-based help service tool. However, parents or caregivers could contact the research group via email or telephone anytime in case of technical or motivational problems. If necessary, a member of the research group visited the players at home to fix possible technical or player-related problems. | Partly |
| Skill progress occurs gradually at an appropriate pace | Although not directly tested, we assumed that the difficulty level of the questions and other tasks remained relatively stable throughout the game and that they were adapted to the target age. The game did not primarily intend to specifically improve language comprehension (measured based on mean question response accuracy per game phase) of the target group. However, it is possible that for some of the players, mean question response accuracy would gradually increase with higher story game exposure. This will be explored in this paper. | Partly |
| Skill effort and development is rewarded | Skill effort was rewarded by means of stars. After finishing a session, regardless of whether the responses to the content-related questions were correct or not, all players earned a star, which appeared on a stage in the virtual hub world and indicated the players’ progress in the game. Skill development was rewarded with coins, such that the more correct responses were given, the more coins were earned. | Yes |
| Game mechanics and interface are simple and easy to apply | All actions required the use of a touch screen, as the game was tablet based. Nowadays, in Western society, most children aged 5 years are familiar with these devices. Furthermore, players only had a limited set of actions, as advanced game options were locked with a password. These limited actions (eg, stopping, starting, or continuing the story game; selecting a response for the questions; buying accessories in the avatar customization system) were all self-explanatory (eg, selecting the correct response or a desired accessory by touch screen) or assigned with clear symbols on the screen (red arrow to stop the game and large green play symbol to start or continue the story recording). | Yes |
Corresponding criteria of the GameFlow element control and their implementation and fulfillment in the story game.
| Control criteria | Implementation in the story game | Fulfillment status |
| A sense of control over the game avatar and its movements and interactions | During the main intervention task, it was not possible to exercise control over the game avatar. However, following the main intervention task, players were able to customize their avatar or buy new avatars in the avatar customization system, all of which or whom appeared later on the platforms in the virtual hub world. However, as the avatars automatically jumped to the next stage when finishing a session, their movement and interaction control was limited. | Partly |
| A sense of control over the game interface and device | As children aged 5 years are relatively familiar with tablets in recent times, we believed that the tablet was a suitable device for the intervention program. Moreover, individual player profiles were set in advance on each tablet, and the main menu contained no other option than starting or stopping the game, making the game interface intuitive and self-explanatory. | Yes |
| A sense of control over the game mechanics (saving and stopping) | Players were able to start and stop the game anytime. However, when interrupting the game during story listening, the progress of the ongoing session was not registered or saved, and players should restart the whole session. | Partly |
| Errors that will harm the game (eg, bugs) should not occur, and if they occur, support must be available | The game was piloted many times on members of the research group and on children with a similar age as the target group. Although the game appeared bug free at the end of the pilot studies, some players in the actual intervention study (not included in the final data analysis) experienced bugs causing a total crash of the game and loss of in-game data. In those cases, a member of the research group provided support as soon as possible by reinstalling the game at the homes of the players. | Partly |
| A sense of control over the game world (possibility to shape the game world) | Following the main intervention task and the time spent in the avatar customization system to change the game avatar, the newly dressed or new game avatar appeared in the virtual hub world on one of the stages. In that sense, players exercised control over altering their game world. However, the background animations and models in the hub world were preprogrammed and could not be altered. | Partly |
| A sense of control over the game actions and strategies | As the order and goal of the game, along with the framed intervention task, was fixed for all players, it was not possible to make use of different strategies and actions to reach the end of the game. | No |
Corresponding criteria of the GameFlow element clear goals and their implementation and fulfillment in the story game.
| Clear goals criteria | Implementation in the story game | Fulfillment status |
| Final goal is clear from the start | Before the very first session, players viewed the virtual hub world from a | Partly |
| Intermediate goals are clear | After playing the first session, it was clear for the player what should be reached during one game session. | Yes |
Corresponding criteria of the GameFlow element feedback and their implementation and fulfillment in the story game.
| Feedback criteria | Implementation in the story game | Fulfillment status |
| Feedback on progress | After every session, feedback on game progress was visually provided by the game avatar, who jumped from one stage to the next in the virtual hub world. A star appeared on the platform that was just left. When the avatar reached the 72nd platform, all game sessions were finished. | Yes |
| Immediate feedback on actions | A star was given to all players as immediate feedback on the session completion. When responding correctly to a content-related question, the player received a coin, which was immediately presented after assigning the correct answer with animations and sound effects. Moreover, newly bought accessories or avatars immediately appeared in the virtual hub world. | Yes |
| Status or score is presented at all times | The number of collected stars was only visible in the main menu. The amount of earned coins was visible in the avatar customization system or could be considered when clicking on a little wallet that was visible in the virtual hub world. Thus, during the main intervention task, no score status was presented as we wanted to prevent players from being distracted by irrelevant stimuli. | No |
Corresponding criteria of the GameFlow element immersion and their implementation and fulfillment in the story game.
| Immersion criteria | Implementation in the story game | Fulfillment status |
| Decreased awareness of surroundings when playing the game | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NMa |
| Decreased self-awareness and less everyday worries when playing the game | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NM |
| A changed sense of time | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NM |
| Emotional involvement in the game | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NM |
| Visceral involvement in the game | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NM |
aNM: not measured.