An Exploratory Study on Outcome Variable for Educational Serious Game

교육기능성게임의 효과성 측정에 대한 연구

  • Received : 2015.10.29
  • Accepted : 2015.12.18
  • Published : 2016.03.28


With the increasing popularity of computer games as a leisure activity, there has been a rise in the interest in the effectiveness of serious games. Many of the earlier researches are focused on evaluation of effects, types, developments of serious games, whereas little is known about the after effects of serious games. The aim of this paper is to examine the previous literatures on serious games in regard to their impacts and outcomes of gaming for the purpose of empirical evidence as impacts and outcomes are needed for exploratory study of variable outcomes of educational serious games. It is worth noting that current review would be used as an outcome indicator for verifying the after effects of both cognitive and educational after the usage of these educational serious games.


Serious Game;Outcome Variable;Education


  1. T. M. Connolly, E. A. Boyle, E. MacArthur, and T. Hainey, Systematic literature review of wmpirical evidence on computer gaems and serious games, Computers&Education, Vol.59, No.2, pp.661-686, 2012.
  2. C. S. Wan and W. B. Chiou, The motivations of adolescents who are addicted to online games: a cognitive perspective, Adolescence, Vol.42, No.165, pp.179-197, 2007.
  3. T. Lavender, "Homeless : it's no game-measuring the effectiveness of a persuasive video game," in proceeding s of the 2nd European Conference on games-based learning, pp.16-17, 2007.
  4. M. Miller and V. Hegelheimer, "The SIMs meet ESL incorporating authentic computer simulation games into the language classroom," International Journal of Interactive Technology and smart Education, Vol.3, No.4, pp.311-328, 2006.
  5. D. Stefanidis, J. R. Korndorffer Jr, R. Sierra, C. Touchard, J. B. Dunne, and D. J. Scott, "Skill retention following profocoency-based laparoscopic simulator traning," Surgery, Vol.138, No.2, pp.165-170, 2008.
  6. M. Lee and R. J. Faber, "Effects of product placement in on-line games on brand memory: a perspective of the limited-capacity model of attention," Journal of Advertising, Vol.36, No.4, pp.75-90, 2007.
  7. S. Higuchie, Y. Motohashi, and Y. Liu, "Effects of playing a computergame using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep," Journal of Sleep Research, Vol.14, No.3, 2005.
  8. Wijers et al., "Mobile Math:the phone, the game and the math," Inthe precceddings of the 2nd European Conference on games-based learning, 2008.
  9. G. Schwabe, C. Goth, and D. Frohberg, Does team size matter in mobile learning?, In proceedings of the international conference on mobile business, pp.227-234, 2005.
  10. J. C. Huizenga, W. F. Admiraal, S. Akkerman, and G. T. M. Dam, "Cognitive and affective effects of learning history by playing a mobile game," In proceedings of the 2nd European conference on games-based learning, pp.207-212, 2008.
  11. E. N. Jouriles, R. McDonald, A. Kullowatz, D. Rosenfield, G. S. Gomez, and A. Cuevas, Can virtual reality increase the realism of role plays used to teach college women sexual coercion and rape resistance skills?, Behavior Therapy, Vol.40, No.4, pp.337-345, 2008.
  12. S. Nte and R. Stephens, "Video game Aesthetics and e-learning: a retro-looking computer game to explain the normal distributions in statics teaching," In proceedings of the 2nd European conference on games-based learning, pp.341-347, 2008
  13. T. Nomura, M. Miyashita, S. Shrestha, H. Makino, Y. Nakamura, R. Aso, A. Yoshimura, T. Shimura, S. Akira, and T. Tajiri, "Can intervies prior to laparoscopic simulator traning predict a trainee's skills?," Journal of Surgical Eduucation, Vol.65, No.5, 2008.