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dc.contributor.authorVahlo, Jukka
dc.contributor.authorVälisalo, Tanja
dc.contributor.authorTuuri, Kai
dc.date.accessioned2023-06-07T06:41:35Z
dc.date.available2023-06-07T06:41:35Z
dc.date.issued2023
dc.identifier.citationVahlo, 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.otherCONVID_183434028
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/87495
dc.description.abstractEducational 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.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherFrontiers Media SA
dc.relation.ispartofseriesFrontiers in Psychology
dc.rightsCC BY 4.0
dc.subject.otherinformal learning
dc.subject.othernon-educational games
dc.subject.othergameplay motivation
dc.subject.otherwellbeing outcomes
dc.subject.otherself-determination
dc.titleInformal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202306073565
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosHumanistis-yhteiskuntatieteellinen tiedekuntafi
dc.contributor.laitosKasvatustieteiden ja psykologian tiedekuntafi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.laitosFaculty of Humanities and Social Sciencesen
dc.contributor.laitosFaculty of Education and Psychologyen
dc.contributor.oppiaineNykykulttuurin tutkimusfi
dc.contributor.oppiaineMusiikkitiedefi
dc.contributor.oppiaineHyvinvoinnin tutkimuksen yhteisöfi
dc.contributor.oppiaineDigitalization in and for learning and interactionfi
dc.contributor.oppiaineContemporary Cultureen
dc.contributor.oppiaineMusicologyen
dc.contributor.oppiaineSchool of Wellbeingen
dc.contributor.oppiaineDigitalization in and for learning and interactionen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn1664-1078
dc.relation.volume14
dc.type.versionpublishedVersion
dc.rights.copyright© 2023 Vahlo, Välisalo and Tuuri.
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber353325
dc.relation.grantnumber353267
dc.relation.grantnumber
dc.relation.grantnumber9214/31/2019
dc.subject.ysodigitaaliset pelit
dc.subject.ysooppimistulokset
dc.subject.ysopelaaminen
dc.subject.ysopelit
dc.subject.ysoinformaali oppiminen
dc.subject.ysotietokonepelit
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p8587
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
jyx.subject.urihttp://www.yso.fi/onto/yso/p6062
jyx.subject.urihttp://www.yso.fi/onto/yso/p28042
jyx.subject.urihttp://www.yso.fi/onto/yso/p3453
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.3389/fpsyg.2023.1176773
dc.relation.funderResearch Council of Finlanden
dc.relation.funderResearch Council of Finlanden
dc.relation.funderKone Foundationen
dc.relation.funderBusiness Finlanden
dc.relation.funderSuomen Akatemiafi
dc.relation.funderSuomen Akatemiafi
dc.relation.funderKoneen Säätiöfi
dc.relation.funderBusiness Finlandfi
jyx.fundingprogramResearch profiles, AoFen
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramOthers, Business Finlanden
jyx.fundingprogramProfilointi, SAfi
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundingprogramMuut, Business Finlandfi
jyx.fundinginformationThis 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.okmA1


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