Short answer

Prioritize the core learning experience and ensure it is engaging and effective before investing heavily in narrative and achievement systems, as these may not always enhance learning.

Field
User-Centred Design
Source
Journal of International Crisis and Risk Communication Research (2014)
Method
Experimental design
Evidence
Mixed findings

Integrating narrative and achievement systems into a serious 2D platformer game did not significantly improve learning outcomes, engagement, or motivation. This user-centred design research insight is drawn from a 2014 study published in Journal of International Crisis and Risk Communication Research. Using Experimental design, researchers explored how this design variable affects real-world outcomes. The key design takeaway: Prioritize the core learning experience and ensure it is engaging and effective before investing heavily in narrative and achievement systems, as these may not always enhance learning.

Study
User-Centred DesignHigh ImpactMixed findings

Narrative and Achievements Don't Guarantee Learning Gains in Serious Games

Integrating narrative and achievement systems into a serious 2D platformer game did not significantly improve learning outcomes, engagement, or motivation.

Journal of International Crisis and Risk Communication Research · 2014

01

Key Findings

  • 01The inclusion of narrative elements did not significantly improve learning outcomes or engagement.
  • 02The inclusion of achievement systems did not significantly improve learning outcomes or engagement.
  • 03The combination of narrative and achievements also did not yield significant improvements in learning or engagement.
  • 04Despite the lack of impact from narrative and achievements, the game itself led to substantial knowledge acquisition as measured by pre and post-tests.
02

Application

Design takeaway

Prioritize the core learning experience and ensure it is engaging and effective before investing heavily in narrative and achievement systems, as these may not always enhance learning.

How to apply

When designing serious games, conduct user research to understand how potential narrative and achievement features might genuinely support or detract from the learning goals, rather than assuming their inherent value.

Project actions

  • 01Consider if your chosen game mechanics directly support your learning objectives.
  • 02Think about how narrative and achievements could be deeply woven into the learning process, not just tacked on.
03

Method & Evidence

AimTo investigate the impact of narrative and achievement systems, both individually and in combination, on learning, flow, engagement, narrative transportation, and intrinsic motivation within a serious 2D platformer game.
MethodExperimental design
ProcedureParticipants were assigned to one of several conditions: a control group, a group with narrative, a group with achievements, a group with both narrative and achievements, or a group with both narrative and achievements integrated into the game. Learning was assessed via pre and post-tests, with other factors measured through self-report questionnaires.
ContextSerious game design, educational technology

Variables

IV["Presence/Absence of Narrative","Presence/Absence of Achievements"]
DV["Learning outcomes (knowledge acquisition)","Flow","Engagement","Narrative transportation","Intrinsic motivation"]
CV["Game genre (2D platformer)","Core game mechanics (excluding narrative/achievements)","Subject matter of the serious game"]
04

Strengths & Limitations

Strengths

  • +Investigated multiple potential learning enhancers (narrative, achievements).
  • +Included a control group for comparison.
  • +Examined a range of user experience and learning metrics.

Limitations

The specific design of the narrative and achievements in this study might not be representative of all possible implementations. The learning context and subject matter could also influence results.

Reliability & validity

The study's validity relies on the controlled experimental design and the use of pre/post-tests for learning. Reliability would depend on the consistency of the measures used for engagement, flow, and motivation.

Think critically

If narrative and achievements didn't work here, what *does* make serious games effective at teaching? What other game mechanics might be more impactful?

05

Design Principles

"The effectiveness of game mechanics in serious games is context-dependent and requires careful integration with learning objectives."

This research highlights that simply adding common game mechanics like narrative and achievements to educational games does not automatically enhance their effectiveness. Designers must consider how these elements interact with the core learning objectives and the overall game experience to ensure they contribute positively rather than becoming extraneous features.

06

What This Means for Your Design

Just putting a story or badges into a learning game doesn't automatically make it teach better. The game itself needs to be good at teaching.

How to use in your project

  • 1.Use this study to justify why you might choose *not* to include certain features if they don't align with your project's core goals, or to critically evaluate the impact of features you do include.
07

Add to My Project

08

Quick Cite

Paragraph starter

Research by Fanfarelli (2014) indicates that the inclusion of narrative and achievement systems in serious games does not inherently guarantee improved learning outcomes or engagement. This suggests that designers should critically evaluate the necessity and potential impact of such features, ensuring they are deeply integrated with the core learning objectives rather than being superficial additions.

09

Source

Journal of International Crisis and Risk Communication Research

The Effects of Narrative and Achievements on Learning in a 2D Platformer Video Game

journal · 2014

View source

Questions About This Research

What does the research say about narrative and achievements don't guarantee learning gains in serious games?
Prioritize the core learning experience and ensure it is engaging and effective before investing heavily in narrative and achievement systems, as these may not always enhance learning. Evidence: Journal of International Crisis and Risk Communication Research (2014).
Why does "Narrative and Achievements Don't Guarantee Learning Gains in Serious Games" matter for design?
This research highlights that simply adding common game mechanics like narrative and achievements to educational games does not automatically enhance their effectiveness. Designers must consider how these elements interact with the core learning objectives and the overall game experience to ensure they contribute positively rather than becoming extraneous features.
How can designers apply this research?
Prioritize the core learning experience and ensure it is engaging and effective before investing heavily in narrative and achievement systems, as these may not always enhance learning.
What were the main findings?
The inclusion of narrative elements did not significantly improve learning outcomes or engagement.. The inclusion of achievement systems did not significantly improve learning outcomes or engagement.. The combination of narrative and achievements also did not yield significant improvements in learning or engagement.. Despite the lack of impact from narrative and achievements, the game itself led to substantial knowledge acquisition as measured by pre and post-tests.
What research method was used?
Experimental design.
How strong is the evidence?
Evidence strength is rated Mixed findings, based on a 2014 journal from Journal of International Crisis and Risk Communication Research.
What should I do differently in my next project?
When designing serious games, conduct user research to understand how potential narrative and achievement features might genuinely support or detract from the learning goals, rather than assuming their inherent value.
What are the limitations?
The study's findings might be specific to the particular 2D platformer genre and the specific implementation of narrative and achievements used. The sample size and participant demographics were not specified, which could affect generalizability.