Game On: Exploring the Potential for Soft Skill Development Through Video Games
Abstract
1. Introduction
- The specific in-game mechanics and player behavioral patterns that correlate with and contribute to the development of targeted soft skills.
- How player characteristics, such as prior gaming experience and engagement levels, influence the effectiveness of AI-driven soft skill enhancement and assessment within video game environments.
- The development of a novel AI-based stealth assessment methodology that leverages commercial video game data for non-intrusive soft skill measurement addresses a significant gap in standardized evaluation methods. Note that stealth assessment refers to the integration of assessment mechanisms into the game in a discreet and fluid manner.
- The empirical validation of the AI model’s (Gradient Boosting Regressor) high efficacy in predicting soft skill improvement, demonstrating a Coefficient of Determination (R2) value of approximately 0.9 and low Root Mean Squared Error (RMSE) values near 1.
- The practical application of this methodology using real player data from the Steam platform showcases a scalable and engaging approach for integrating game-based soft skill enhancement into traditional training programs.
2. Video Games for Soft Skill Development
- Foster a wide range of complex problem-solving skills: improving abilities in problem decomposition, systems thinking, and causal analysis [46]; enhancing spatial reasoning, sequential processing, and overall solution optimization [47]; enhancing strategic planning and analytical reasoning [48]; and improving specific cognitive areas like attention and reasoning [49].
- Enhance time management skills: improving task prioritization, time estimation and project planning skills, and improving executive control skills [54].
3. Stealth Assessment in Video Games
- Player behavior and action logs: Data from players’ actions, such as movement, interaction with objects, and decision-making, provide insights into skills development. These action logs can be analyzed to infer critical soft skills [59]. This information has been applied to profile player behavior and categorize players [60], to perform skill and performance analysis [61], and to visualize and cluster players with similar behaviors [62].
- Response time and decision speed: In games with time-sensitive challenges, response time is a critical metric. These metrics not only reflect the cognitive and perceptual benefits of gaming but also highlight potential areas for training and improvement: reaction times [63], sensorimotor decision-making capabilities [64], balance between speed and precision [65], and processing speed [66].
- Player interaction data: Interaction data, such as chat logs, cooperative task completion, and social dynamics, are important indicators of collaboration and communication skills [67]. Metrics such as interaction frequency, leadership role assumption, and conflict resolution strategies can be tracked.
- Success rates and achievement tracking: These metrics provide valuable insights into player behavior, game content consumption, and performance dynamics, which can inform game development, enhance player retention, and optimize gaming experiences across various genres [68]. Genres include the following: developing performance prediction models to analyze player actions, such as predicting hits or misses [69]; tracking individual performance to understand dynamics within ad hoc teams in team-based games [70]; reporting how cognitive skills are linked to gaming performance [71]; and analyzing player retention by modeling motivations, progression, and churn to predict dropout rates and improve retention strategies [72].
- Behavioral patterns: These are used to measure and enhance player performance by understanding their actions, strategies, and engagement levels [73,74]. This approach not only aids in improving game design and player satisfaction but also provides insights into broader social behaviors that reveal the development of soft skills, such as adaptability or leadership [75,76].
- In-game analytics: Games are often designed with built-in systems that automatically collect and analyze data from players’ in-game behaviors. These analytics are used to enhance game design, improve player engagement, and tailor experiences to different player profiles [81,82]. The integration of machine learning and predictive models further enhances the ability to analyze and predict player actions, making in-game analytics an essential tool for developers and researchers [83].
4. Materials and Methods
4.1. Methodology
4.2. Sample
4.3. Materials
4.3.1. Standardized Tests
4.3.2. Video Games
- Train Valley 2: This video game fits perfectly in a complex problem-solving experiment context since the video game presents different types of problems and variables to consider. The user must learn to manage several train stations, from building the tracks and ways for the trains to circulate (having a limited budget for this task) and managing the departures of said trains. The difficulty, in addition to increasing as the levels progress, lies in the anticipation and planning of the different train routes, having to either prevent problems or solve them in the event of an accident.
- Lightseekers: As a card video game, it meets many of the requirements to stimulate and train critical thinking. Players will have to plan and analyze the different possible compositions of cards or decks to find out which one has the best performance, depending on the environment or context of each game.
- Relic Hunters Zero: It is a very friendly and entertaining top-down shooting roguelike game. This video game genre is perfect in the flexibility experimentation context, since the rules of each game change once the player dies and resets the progress. Thus, it allows the use of different weapons and strategies that encourage paradigm and variable shifts, as a main flexibility indicator, and the parallel learning of each of the elements that may be present in the game.
- Minion Masters: It is a dual management game. On the one hand, the player must manage time, both macro and micro, during the games. This means that users must consider the countdown present in each game as well as the different deployment times, movement speed, and attack speed of each unit. On the other hand, outside of games, the player can manage the deck and the collection of units that he collects and improves. The gameplay mainly consists of attacking enemy turrets and bases while defending your own in 1vs1 battles, where all types of units with different characteristics are deployed to achieve this objective.
4.3.3. MEGASKILLS Platform
4.3.4. Procedure
- Remove all games that contain tags suggesting the game does not contribute to the development of soft skills, e.g., “SEXUAL CONTENT”, “NUDITY”, “MATURE”, “NSFW”.
- Remove all tags that belong to groups that do not contribute to the development of soft skills, e.g., “Uncategorized”, “Franchises”, “Hardware”, “Tools”.
- If a game has more than 10 tags, the embedding will only consider the first 10. This is performed by a function F(T) which also removes and filters tags, defined hereafter as T, and returns a curated list of tags T’.
- If the total amount of clicks in a game is less than 200 clicks, it is penalized. This is conducted when the total amount of clicks is computed. Given the function , returning the number of clicks for a tag, the total click amount is computed as . This simple consideration will identify games with fewer than 200 clicks in their total amount of clicks, in contrast with those having fewer tags with many clicks.
- The tags of a game are weighted depending on their position on the list (which depends on the clicks). This weighting process is applied for each soft skill as , where and K is the total amount of clicks as introduced previously.
- Finally, a value between 0 and 1 that represents the contribution of the game to a soft skill is computed, considering the number of clicks and the ranking of tags, and the soft skill. For that, a function that returns the weight of a tag (t) for a soft skill is defined as and , further defined as , where is a list of soft skills and is the list of tags under that category, for this study of those described in Figure 4. Finally, the sum of all the values for each soft skill is computed as .
5. Results
- Coefficient of Determination (R2): Indicates the proportion of variance in the observed data that is explained by the model, reflecting how good it fits. where are the observed values, are the predicted values, is the mean of the observed values, and is the number of samples.
- Root Mean Squared Error (RMSE): Quantifies the standard deviation of the prediction errors, giving more weight to large deviations and highlighting models with big individual errors.
- Mean Absolute Error (MAE): Measures the average magnitude of the prediction errors, providing guidance on how close the predictions are to the observed values.
6. Discussion
- Implementing longer intervention periods to better understand the temporal aspects of skill development and allow for potentially greater skill gains.
- Collecting significantly larger datasets to improve the robustness and generalization of the AI models used for stealth assessment.
- Conducting more detailed analyses of specific game mechanics within the selected or other commercial games and their relationship to the development of targeted soft skills.
- Developing more sophisticated measures and validation methods for assessing the transfer of soft skills developed in gaming environments to real-world professional and personal contexts.
- Investigating the role of player engagement, motivation, and individual differences in skill development through game-based learning.
- Further refining the AI methodology, including exploring different architectures or input features for the user and game embeddings to better capture nuanced gaming behaviors and their links to soft skills.
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| PRE | Pre-intervention |
| POST | Post-intervention |
| Obj | Objective |
| Sub | Subjective |
Appendix A
| Soft Skill | Test | Very Low | Low | Moderate | High | Very High |
|---|---|---|---|---|---|---|
| CPS | Reflective Thinking Skill Scale for Problem Solving | 14–27 | 28–41 | 42–55 | 56–63 | 64–70 |
| CT | Critical Thinking Assessment (SUB) | 60–159 | 160–259 | 260–360 | ||
| CT | Test of Critical Thinking (OBJ) | 0–15 | 16–25 | 26–45 | ||
| F/A | I-ADAPT-M (SUB) | 55–128 | 129–202 | 203–275 | ||
| F/A | CAMBIOS (OBJ) | 0–11 | 12–18 | 19–27 | ||
| TM | Time Management Questionnaire | 18–41 | 42–65 | 66–90 |
Appendix B
| Model | Train_R2 | Test_R2 | Train_RMSE | Test_RMSE | Train_MAE | Test_MAE |
|---|---|---|---|---|---|---|
| extratree | 1.0 | 0.9051 | 0.0 | 1.2716 | 0.0 | 0.6673 |
| gbr | 0.9806 | 0.9141 | 0.614 | 1.2145 | 0.4543 | 0.8483 |
| linear | 0.2097 | 0.0549 | 3.956 | 4.3111 | 2.6747 | 3.0102 |
| rf | 0.9735 | 0.8424 | 0.7079 | 1.7153 | 0.4392 | 1.1583 |
| svr | 0.0514 | 0.0018 | 4.3317 | 4.4261 | 2.9084 | 3.0472 |
| xgb | 1.0 | 0.9375 | 0.0014 | 0.9176 | 0.0009 | 0.4411 |
| Model | Train_R2 | Test_R2 | Train_RMSE | Test_RMSE | Train_MAE | Test_MAE |
|---|---|---|---|---|---|---|
| extratree | 1.0 | 0.8505 | 0.0 | 2.0174 | 0.0 | 0.9537 |
| gbr | 0.9464 | 0.7473 | 1.3323 | 2.7669 | 0.9861 | 1.9595 |
| linear | 0.1626 | −0.0662 | 5.2848 | 5.8661 | 4.0393 | 4.5063 |
| rf | 0.9603 | 0.7098 | 1.144 | 2.9992 | 0.7653 | 2.0933 |
| svr | 0.065 | 0.0078 | 5.5839 | 5.6846 | 4.1561 | 4.3284 |
| xgb | 1.0 | 0.851 | 0.0019 | 1.9605 | 0.0012 | 0.9859 |
| Model | Train_R2 | Test_R2 | Train_RMSE | Test_RMSE | Train_MAE | Test_MAE |
|---|---|---|---|---|---|---|
| extratree | 1.0 | 0.761 | 0.0003 | 4.0102 | 0.0 | 2.2805 |
| gbr | 0.9499 | 0.7783 | 1.9313 | 3.9277 | 1.4679 | 2.911 |
| linear | 0.2412 | 0.0454 | 7.5258 | 8.4144 | 6.1603 | 6.8591 |
| rf | 0.9499 | 0.6401 | 1.9279 | 5.1109 | 1.4221 | 3.8847 |
| svr | 0.008 | −0.0362 | 8.607 | 8.8023 | 6.7411 | 6.9645 |
| xgb | 1.0 | 0.8474 | 0.004 | 3.0861 | 0.0026 | 2.0641 |
| Model | Train_R2 | Test_R2 | Train_RMSE | Test_RMSE | Train_MAE | Test_MAE |
|---|---|---|---|---|---|---|
| extratree | 1.0 | 0.9015 | 0.0 | 1.3417 | 0.0 | 0.6102 |
| gbr | 0.9582 | 0.8262 | 0.9646 | 1.8605 | 0.7309 | 1.2738 |
| linear | 0.2777 | 0.1158 | 4.0275 | 4.44 | 3.1751 | 3.5527 |
| rf | 0.9689 | 0.7702 | 0.8302 | 2.2213 | 0.5761 | 1.5885 |
| svr | 0.037 | −0.0016 | 4.6521 | 4.7545 | 3.4996 | 3.643 |
| xgb | 1.0 | 0.9108 | 0.0016 | 1.0959 | 0.001 | 0.5137 |
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| Gender | Complex Problem Solving | Critical Thinking | Flexibility/Adaptability | Time Management | Control |
|---|---|---|---|---|---|
| Male | 14 | 9 | 16 | 17 | 19 |
| Female | 11 | 5 | 5 | 9 | 10 |
| Other | 1 | 2 | 0 | 0 | 0 |
| Prefer not | 1 | 1 | 0 | 0 | 0 |
| Total | 27 | 17 | 21 | 26 | 29 |
| Soft Skill | Test | Video Games |
|---|---|---|
| CPS | Reflective Thinking Skill Scale for Problem Solving (RTSSPS) (onwards CPS) | Train Valley 2 |
| CT | Critical Thinking Assessment Scale Short Form (onwards CTS) Test of Critical Thinking (onwards CTO) | Lightseekers |
| F/A | I-ADAPT-M (onwards F/AS) CAMBIOS (onwards F/AO) | Relic Hunters Zero: Remix |
| TM | Time Management Questionnaire (onwards TM) | Minion Masters |
| Query | Description |
|---|---|
| GetPlayerSummaries | Returns basic profile information. Some data associated with a Steam account may be hidden if the user has their profile visibility set to “Friends Only” or “Private”. In that case, only public data will be returned. |
| GetFriendList | Returns the friend list of any Steam user, provided their Steam community profile visibility is set to “Public”. |
| GetOwnedGames | Returns a list of games a player owns along with some playtime information. |
| GetRecentlyPlayedGames | Returns a list of games a player has played in the last two weeks. |
| GetPlayerAchievements | Returns a list of achievements for this user by the game identifier (app ID). |
| GetGlobalAchievementPercentagesForApp | Returns on global achievements overview of a specific game in percentages. |
| Name | Tags (Top 12) | Expert Assigned Soft Skill | AI Embedding |
|---|---|---|---|
| Lightseekers | Free to Play, Strategy, Card Game | CT | CT-0.2 TM-0.0 CPS-0.0 F/A-0.0 |
| Minion Masters | PvE, Trading Card Game, Stylized, Turn-Based Tactics, Free to Play, Multiplayer, Card Battler, Tactical RPG, PvP, Strategy, Deckbuilding, Card Game | TM | CT-0.5 TM-0.3 CPS-0.2 F/A-0.0 |
| Relic Hunters Zero: Remix | Looter Shooter, Twin Stick Shooter, Action, Top-Down Shooter, Action Roguelike, Adventure Co-Op Multiplayer, Free to Play, Bullet Hell, Pixel Graphics, Local Co-Op | F/A | F/A-0.4 CT-0.0 TM-0.0 CPS-0.0 |
| Train Valley 2 | Quick-Time Events, Multiple Endings, Trains, Relaxing, Simulation, Strategy, Singleplayer, Management, Level Editor, Indie, Building, Puzzle | CPS | CT-0.2 TM-0.2 CPS-0.1 F/A-0.0 |
| Video Game | Average Time Played (h) (SD) | Average nº Achievements (SD) |
|---|---|---|
| Lightseekers (n = 15) | 16.63 (SD = 1.89) | 10.93 (SD = 4.69) |
| Minion Masters (n = 27) | 18.20 (SD = 5.15) | 13.27 (SD = 6.41) |
| Relic Hunters Zero: Remix (n = 19) | 15.6 (SD = 1.14) | 7.19 (SD = 6.54) |
| Train Valley 2 (n = 26) | 20.34 (SD = 12.10) | 21.45 (SD = 8.45) |
| Group | Pre CPS | Pre CTO | Pre CTS | Pre F/AO | Pre F/AS | Pre TM | Post CPS | Post CTO | Post CTS | Post F/AO | Post F/AS | Post TM |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Lightseekers (n = 15) | 42.2 (SD = 5.25) | 32 (SD = 8.41) | 235.26 (SD = 67.03) | 18.86 (SD = 6.71) | 126.73 (SD = 11.32) | 56.26 (SD = 8.48) | 42.06 (SD = 6.85) | 31.53 (SD = 8.36) | 246.93 (SD = 49.02) | 20.13 (SD = 6.78) | 128.46 (SD = 11.07) | 55.13 (SD = 7.16) |
| Minion Masters (n = 27) | 41.29 (SD = 4.85) | 32.07 (SD = 4.67) | 247.81 (SD = 41.41) | 20.29 (SD = 5.80) | 127.18 (SD = 8.52) | 56.66 (SD = 8.41) | 42.81 (SD = 5.09) | 33.03(SD = 6.09) | 256.88(SD = 39.77) | 21.88(SD = 4.61) | 131.81 (SD = 11.37) | 57.81 (SD = 9.81) |
| Relic Hunters Zero: Remix (n = 19) | 41.05 (SD = 5.32) | 34.52 (SD = 3.53) | 232.73 (SD = 44.54) | 17.47 (SD = 7.11) | 129 (SD = 12.45) | 57.94 (SD = 7.74) | 41.52 (SD = 7.23) | 34.05 (SD = 3.59) | 249.89 (SD = 50.01) | 19.42 (SD = 6.51) | 131.15 (SD = 10.95) | 58 (SD = 8.47) |
| Train Valley 2 (n = 26) | 41.65 (SD = 5.48) | 32.34 (SD = 7.00) | 245.42 (SD = 48.89) | 18.30 (SD = 5.94) | 129.84 (SD = 11.10) | 61 (SD = 6.82) | 43 (SD = 4.40) | 33.88 (SD = 5.53) | 256.07 (SD = 45.50) | 19.44 (SD = 6.80) | 133.30 (SD = 9.51) | 61.42 (SD = 7.34) |
| Control Group (n = 29) | 42.17 (SD = 6.39) | 32.31(SD = 5.49) | 252.48(SD = 54.34 | 18.10(SD = 6.69 | 129.89(SD = 11.75 | 59.10(SD = 8.67 | 42.13(SD = 5.78 | 33.27(SD = 5.60 | 252.20(SD = 47.64 | 19.24(SD = 6.18 | 134.79(SD = 11.06 | 58.82(SD = 7.62 |
| Test | Game Group | p Post | U Post | R Post | Post ML | Post MH | U Change | p Change | R Change | Change ML | Change MH | Effect Size |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| CPS | Lightseekers | 0.7380 | 263 | 0.0497 | −3 | 6 | 243.5 | 0.9377 | −0.0128 | −6 | 4 | 0.0161 |
| CPS | Minion Masters | 0.4650 | 495 | 0.0949 | −3 | 4 | 514.5 | 0.3067 | 0.1323 | −2 | 4 | −0.1548 |
| CPS | Relic Hunters Zero: Remix | 0.8044 | 300 | −0.0355 | −4 | 4 | 331.0 | 0.7457 | 0.0461 | −5 | 5 | −0.0558 |
| CPS | Train Valley 2 | 0.3086 | 496 | 0.1331 | −2 | 5 | 487.0 | 0.3788 | 0.1152 | −2.5 | 4 | −0.1351 |
| CTO | Lightseekers | 0.8062 | 236 | −0.0369 | −4 | 5 | 200.0 | 0.2941 | −0.1524 | −5 | 2 | 0.1919 |
| CTO | Minion Masters | 0.9169 | 453 | 0.0143 | −3 | 3 | 519.5 | 0.2718 | 0.1419 | −1 | 3 | −0.1661 |
| CTO | Relic Hunters Zero: Remix | 0.6749 | 336 | 0.0592 | −3 | 4 | 260.0 | 0.3119 | −0.1409 | −3 | 2 | 0.1706 |
| CTO | Train Valley 2 | 0.5502 | 468.5 | 0.0785 | −2 | 4 | 462.5 | 0.6129 | 0.0665 | −2 | 3 | −0.0780 |
| CTS | Lightseekers | 0.8674 | 239.5 | −0.0256 | −48 | 50 | 295.0 | 0.2957 | 0.1524 | −16 | 52 | −0.1919 |
| CTS | Minion Masters | 0.5131 | 490 | 0.0853 | −19 | 38 | 538.5 | 0.1692 | 0.1783 | −11 | 37 | −0.2087 |
| CTS | Relic Hunters Zero: Remix | 0.9772 | 315.5 | 0.0052 | −37 | 44 | 416.5 | 0.0513 | 0.2714 | 3 | 42 | −0.3285 |
| CTS | Train Valley 2 | 0.5720 | 466.5 | 0.0745 | −18.5 | 45 | 545.5 | 0.0764 | 0.2315 | −1 | 42 | −0.2715 |
| F/AO | Lightseekers | 0.3548 | 289.5 | 0.1348 | −2 | 7 | 259.5 | 0.7967 | 0.0385 | −2 | 3 | −0.0484 |
| F/AO | Minion Masters | 0.0283 | 593 | 0.2829 | −1 | 8 | 501.5 | 0.4074 | 0.1074 | −2 | 3 | −0.1257 |
| F/AO | Relic Hunters Zero: Remix | 0.7029 | 334 | 0.0540 | −2 | 6 | 349.5 | 0.4970 | 0.0948 | −2 | 3 | −0.1148 |
| F/AO | Train Valley 2 | 0.4449 | 461.5 | 0.1010 | −5 | 7 | 434.0 | 0.7400 | 0.0443 | −1 | 2 | −0.0521 |
| F/AS | Lightseekers | 0.0885 | 170.5 | −0.2472 | −13 | 0 | 212.0 | 0.4356 | −0.1139 | −8 | 4 | 0.1434 |
| F/AS | Minion Masters | 0.1956 | 358 | −0.1678 | −10 | 2 | 509.5 | 0.3447 | 0.1227 | −1 | 7 | −0.1436 |
| F/AS | Relic Hunters Zero: Remix | 0.2820 | 256.5 | −0.1502 | −11 | 3 | 291.0 | 0.6754 | −0.0592 | −7 | 9 | 0.0717 |
| F/AS | Train Valley 2 | 0.5769 | 392 | −0.0735 | −9 | 5 | 430.0 | 0.9939 | 0.0019 | −4.5 | 6 | −0.0023 |
| TM | Lightseekers | 0.2003 | 183.5 | −0.1880 | −8 | 1.5 | 223.5 | 0.7142 | −0.0549 | −6 | 4 | 0.0687 |
| TM | Minion Masters | 0.8789 | 421.5 | −0.0207 | −7 | 6 | 537.0 | 0.1106 | 0.2079 | −1 | 5 | −0.2430 |
| TM | Relic Hunters Zero: Remix | 0.9844 | 302.5 | −0.0040 | −6 | 6 | 289.5 | 0.7843 | −0.0395 | −4 | 4 | 0.0476 |
| TM | Train Valley 2 | 0.1249 | 514.5 | 0.2022 | −0.5 | 7.5 | 448.0 | 0.6213 | 0.0656 | −2 | 4 | −0.0769 |
| RF | GBR | XGB | EXTRATREE | SVR | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| CT | FA | PS | TM | CT | FA | PS | TM | CT | FA | PS | TM | CT | FA | PS | TM | CT | FA | PS | TM | |
| LINEAR | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
| RF | - | - | - | - | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
| GBR | - | - | - | - | - | - | - | - | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
| LINEAR | RF | GBR | XGB | EXTRATREE | SVR | |
|---|---|---|---|---|---|---|
| CT | 0.055 ± 0.12 | 0.842 ± 0.07 | 0.914 ± 0.06 | 0.937 ± 0.08 | 0.905 ± 0.09 | 0.002 ± 0.06 |
| FA | 0.045 ± 0.13 | 0.640 ± 0.12 | 0.778 ± 0.11 | 0.847 ± 0.14 | 0.761 ± 0.14 | −0.036 ± 0.04 |
| PS | 0.116 ± 0.17 | 0.770 ± 0.12 | 0.826 ± 0.14 | 0.911 ± 0.14 | 0.901 ± 0.09 | −0.002 ± 0.04 |
| TM | −0.066 ± 0.18 | 0.710 ± 0.14 | 0.747 ± 0.14 | 0.851 ± 0.15 | 0.851 ± 0.13 | 0.008 ± 0.06 |
| Nº Games | Game Playtime (min) | Total Playtime (min) | Nº Achievements | CPS | CT | FA | TM | |
|---|---|---|---|---|---|---|---|---|
| Start | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Week1 | 1 | 726 | 726 | 6 | 44.08 | 32.02 | 21.89 | 57.59 |
| Week2 | 1 | 982 | 982 | 9 | 44.08 | 32.02 | 23.34 | 59.04 |
| Nº Games | Game Playtime (min) | Total Playtime (min) | Nº Achievements | CPS | CT | FA | TM | |
|---|---|---|---|---|---|---|---|---|
| Start | 9 | 0 | 108,784 | 1528 | 40.40 | 31.48 | 21.43 | 55.20 |
| Week1 | 10 | 605 | 109,289 | 1537 | 40.40 | 31.48 | 26.10 | 59.87 |
| Week2 | 10 | 850 | 109,634 | 1538 | 40.40 | 31.48 | 28.81 | 62.57 |
| Week3 | 10 | 921 | 109,705 | 1538 | 40.40 | 31.48 | 28.89 | 62.71 |
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Bartolomé, J.; del Río, I.; Martínez, A.; Aranguren, A.; Laña, I.; Alloza, S. Game On: Exploring the Potential for Soft Skill Development Through Video Games. Information 2025, 16, 918. https://doi.org/10.3390/info16100918
Bartolomé J, del Río I, Martínez A, Aranguren A, Laña I, Alloza S. Game On: Exploring the Potential for Soft Skill Development Through Video Games. Information. 2025; 16(10):918. https://doi.org/10.3390/info16100918
Chicago/Turabian StyleBartolomé, Juan, Idoya del Río, Aritz Martínez, Andoni Aranguren, Ibai Laña, and Sergio Alloza. 2025. "Game On: Exploring the Potential for Soft Skill Development Through Video Games" Information 16, no. 10: 918. https://doi.org/10.3390/info16100918
APA StyleBartolomé, J., del Río, I., Martínez, A., Aranguren, A., Laña, I., & Alloza, S. (2025). Game On: Exploring the Potential for Soft Skill Development Through Video Games. Information, 16(10), 918. https://doi.org/10.3390/info16100918



