dc.contributor.author | Vahlo, Jukka | |
dc.contributor.author | Välisalo, Tanja | |
dc.contributor.author | Tuuri, Kai | |
dc.date.accessioned | 2023-06-07T06:41:35Z | |
dc.date.available | 2023-06-07T06:41:35Z | |
dc.date.issued | 2023 | |
dc.identifier.citation | Vahlo, J., Välisalo, T., & Tuuri, K. (2023). Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation. <i>Frontiers in Psychology</i>, <i>14</i>, Article 1176773. <a href="https://doi.org/10.3389/fpsyg.2023.1176773" target="_blank">https://doi.org/10.3389/fpsyg.2023.1176773</a> | |
dc.identifier.other | CONVID_183434028 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/87495 | |
dc.description.abstract | 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 noneducational 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 (N = 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 datadriven 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 selfrealization are clear precedents for both wellbeing and learning outcomes. | en |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | |
dc.publisher | Frontiers Media SA | |
dc.relation.ispartofseries | Frontiers in Psychology | |
dc.rights | CC BY 4.0 | |
dc.subject.other | informal learning | |
dc.subject.other | non-educational games | |
dc.subject.other | gameplay motivation | |
dc.subject.other | wellbeing outcomes | |
dc.subject.other | self-determination | |
dc.title | Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation | |
dc.type | article | |
dc.identifier.urn | URN:NBN:fi:jyu-202306073565 | |
dc.contributor.laitos | Musiikin, taiteen ja kulttuurin tutkimuksen laitos | fi |
dc.contributor.laitos | Humanistis-yhteiskuntatieteellinen tiedekunta | fi |
dc.contributor.laitos | Kasvatustieteiden ja psykologian tiedekunta | fi |
dc.contributor.laitos | Department of Music, Art and Culture Studies | en |
dc.contributor.laitos | Faculty of Humanities and Social Sciences | en |
dc.contributor.laitos | Faculty of Education and Psychology | en |
dc.contributor.oppiaine | Nykykulttuurin tutkimus | fi |
dc.contributor.oppiaine | Musiikkitiede | fi |
dc.contributor.oppiaine | Hyvinvoinnin tutkimuksen yhteisö | fi |
dc.contributor.oppiaine | Digitalization in and for learning and interaction | fi |
dc.contributor.oppiaine | Contemporary Culture | en |
dc.contributor.oppiaine | Musicology | en |
dc.contributor.oppiaine | School of Wellbeing | en |
dc.contributor.oppiaine | Digitalization in and for learning and interaction | en |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.type.coar | http://purl.org/coar/resource_type/c_2df8fbb1 | |
dc.description.reviewstatus | peerReviewed | |
dc.relation.issn | 1664-1078 | |
dc.relation.volume | 14 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © 2023 Vahlo, Välisalo and Tuuri. | |
dc.rights.accesslevel | openAccess | fi |
dc.relation.grantnumber | 353325 | |
dc.relation.grantnumber | 353267 | |
dc.relation.grantnumber | | |
dc.relation.grantnumber | 9214/31/2019 | |
dc.subject.yso | digitaaliset pelit | |
dc.subject.yso | oppimistulokset | |
dc.subject.yso | pelaaminen | |
dc.subject.yso | pelit | |
dc.subject.yso | informaali oppiminen | |
dc.subject.yso | tietokonepelit | |
dc.format.content | fulltext | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p22353 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p8587 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p14483 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p6062 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p28042 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p3453 | |
dc.rights.url | https://creativecommons.org/licenses/by/4.0/ | |
dc.relation.doi | 10.3389/fpsyg.2023.1176773 | |
dc.relation.funder | Research Council of Finland | en |
dc.relation.funder | Research Council of Finland | en |
dc.relation.funder | Kone Foundation | en |
dc.relation.funder | Business Finland | en |
dc.relation.funder | Suomen Akatemia | fi |
dc.relation.funder | Suomen Akatemia | fi |
dc.relation.funder | Koneen Säätiö | fi |
dc.relation.funder | Business Finland | fi |
jyx.fundingprogram | Research profiles, AoF | en |
jyx.fundingprogram | Centre of Excellence, AoF | en |
jyx.fundingprogram | Others, Business Finland | en |
jyx.fundingprogram | Profilointi, SA | fi |
jyx.fundingprogram | Huippuyksikkörahoitus, SA | fi |
jyx.fundingprogram | Muut, Business Finland | fi |
jyx.fundinginformation | This work was funded by the Business Finland (9214/31/2019), Academy of Finland (Centre of Excellence in Game Culture Studies, decision 353267; PROFI 7 JYU.LearnDigi, decision 353325), and Kone Foundation (201908388). | |
dc.type.okm | A1 | |