Beyond Entertainment: A Systematic Review of the Evidence on Video Game-Based Learning
Abstract
1. Introduction
1.1. Conceptual Delimitation
1.2. Research on Educational Videogames
1.3. Research Questions
- RQ1: How has scientific output evolved in recent years? What contexts and methodological approaches predominate in the existing research?
- RQ2: What specific characteristics define educational video game materials and interventions (e.g., content, types of tasks, digital platforms, gamification elements employed, duration, and related features)?
- RQ3: What learning outcomes have been documented? What challenges have been identified regarding the implementation of educational video games as teaching resources in classroom settings?
- RQ4: What specific research gaps emerge from the reported findings and methodological limitations of the existing studies?
2. Method
2.1. Search and Selection Procedure
- Selected documents had to be articles published in scientific journals. Books, book chapters, conference proceedings, and publications reporting non-original data were excluded.
- Selected documents had to report on scientific empirical research into the educational use of video games. Purely theoretical articles, literature reviews, and meta-analyses were excluded.
- Selected documents had to be exclusively situated within primary or secondary education. Studies also involving early childhood education, higher education, vocational training, or other educational levels were excluded.
- Selected studies had to investigate the educational use of video games within classroom settings. Documents focusing primarily on entertainment purposes or conducted in non-school contexts (e.g., museums, libraries) were excluded.
- Studies had to focus on digital video games with a clearly defined digital game structure or on research involving their use (such as interviews, questionnaires or other study design requiring participants to engage with video games). Research involving augmented reality technologies was excluded only when the primary game environment was the physical world or when digital elements merely served as visual support rather than being an integral part of the gaming experience. Educational programming applications (e.g., Scratch, Code.org) were also excluded.
- Selected studies could not focus on the use of video games as exergames or as tools for promoting physical activity.
2.2. Classification and Synthesis Procedure
- Context and participants: Participants (students, teachers); educational level (primary education, secondary education); sample size (0–40, 41–80, 81–120, 121–160, 161–200, 201–240, more than 240); curricular area (mathematics, science, first language [L1], second language [L2], social sciences, transversal competencies and content, integrated curricula).
- Methodological design: Quasi-experimental, survey-based, interview-based, descriptive, and ethnographic studies.
- Assessment procedures and instruments: Objective tests, questionnaires, interviews, logs, recordings, and rating scales.
- Intervention procedures and materials: Type of video game (serious game, commercial educational entertainment game, mini-game); mode of play (individual or collaborative); platform (computer, video game console, mobile device, web-based, virtual reality); duration of the intervention (less than two weeks, 2–3 weeks, 4–5 weeks, 6–7 weeks, more than 7 weeks).
- Outcomes: Positive (significant benefits related to curricular learning, attention, motivation, emotions, or participant satisfaction); negative (significant drawbacks related to curricular learning, attention, motivation, emotions, or participant satisfaction); non-conclusive (non-statistically significant or effects that could not be assessed).
3. Results
3.1. Bibliometric Analysis
3.2. Content Analysis
3.2.1. Content and Participants
3.2.2. Methodological Design
3.2.3. Assessment Procedures and Instruments
3.2.4. Intervention Procedure and Materials
3.2.5. Learning Outcomes
4. Discussion
5. Conclusions and Implications for Future Research
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| PRISMA | Preferred Reporting Items for Systematic Reviews and Meta-Analyses |
| RQ | Research Question |
| ERIC | Education Resources Information Center |
| SJR | Scimago Journal Rank |
| L1 | First Language |
| L2 | Second Language |
| STEM | Science, Technology, Engineering and Mathematics |
| VR | Virtual Reality |
| AWS | Amazon Web Services |
| MMOG | Massively Multiplayer Online Game |
| ADHD | Attention Deficit Hyperactivity Disorder |
| ICT | Information and Communication Technologies |
| GBL | Game-based learning |
| DBGL | Digital game-based learning |
| VGBL | Video game-based learning |
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| Video Game | Aim | Reference |
|---|---|---|
| Keşfet Kurtul; match the Fraction; Oh No Fractions!; Fractions Lite | Mathematics learning | Akman and Çakır (2023) |
| Hearthstone | Mathematics learning | Capell et al. (2017) |
| Professor Layton and the Curious Village | Improve attention (ADHD) | Castro et al. (2018) |
| Minecraft | Improve creativity | Checa-Romero and Pascual-Gómez (2018) |
| [Not specified] | Science Learning | Christopoulos et al. (2023) |
| [Not specified] | Self-regulated learning | Cortes and Carreño-Bolivar (2024) |
| Ecity | Fostering engineering careers | de Carvalho et al. (2018) |
| 15 different minigames | Impact in specific intelligences | del Moral Pérez et al. (2018) |
| Help Einstein Scape | Scientific concepts learning | Ding et al. (2024) |
| [Not specified] | L2 learning | Domingues et al. (2021) |
| The Final Frontier | Science learning | El Mawas et al. (2020) |
| Matherial | Mathematics learning | Es-Sajjade and Paas (2020) |
| Tak Tak Tak | Mathematics learning | Ester et al. (2022) |
| Happy 8–12; Happy for families | Emotional competences | Filella et al. (2016) |
| MathReflex | Mathematics learning | Fraga-Varela et al. (2021a, 2021b) |
| Hypatiamat | Mathematics learning | Freitas et al. (2025) |
| Earth Girl 2; Sai Fah, the flood fighter; Stop Disasters! | Natural disasters learning | Gampell et al. (2020) |
| [Video games were not used] | - | Gutiérrez et al. (2023) |
| [Not specified] | Mathematics learning | Halloluwa et al. (2018) |
| [Not specified] | L1 learning | Heß et al. (2024) |
| Knowledge Battle | Mathematics learning | Hieftje et al. (2017) |
| [Video games were not used] | - | Irwanto et al. (2024) |
| Farmtasia | Geographic learning | Jong et al. (2017) |
| Todo Math (9 minigames) | Mathematics learning | Lee and Choi (2020) |
| Multiplication game | Mathematics learning | Leonardou et al. (2022) |
| [Video games were not used] | - | Marín-Díaz et al. (2019, 2020) |
| My Green Energy Planet | Natural Sciences learning | Martínez-Borreguero et al. (2020) |
| Minecraft | Science learning | Martínez-Borreguero et al. (2023) |
| [Not specified] | Student’s opinion | Martínez-Soto et al. (2018) |
| Volcanic Riddles | Mathematics learning | Mavridis et al. (2017) |
| NBA 2k16 | Mathematics learning | Merino-Campos et al. (2023, 2024) |
| Simcity Creator | Peer tutoring | Monjelat et al. (2016) |
| VR + STEM = you make it real | Fostering engineering careers | Mouronte-López et al. (2021) |
| Sponge Game; Matematik-Çarpım Tablosu | Mathematics learning | Özdener and Demirci (2019) |
| Ideation for elementary mathematics | Mathematics learning | Pathania et al. (2025) |
| Navigo | Reading comprehension | Pflaumer et al. (2021) |
| Minecraft | Mathematics learning | Piñero et al. (2025) |
| BrUNO | Mathematics learning | Pires et al. (2019) |
| Happy 8–12; Happy for families | Emotional competences | Priego-Ojeda et al. (2024) |
| Snake Game | L2 learning | Qiao et al. (2024) |
| The Radix Endeavor | STEM contents | Rosenheck et al. (2021) |
| Pokemon Go | Increase in cognitive skills | Ruíz-Ariza et al. (2018) |
| [Video games were not used] | - | Russo et al. (2024) |
| Leobien; Walinwa | L1 learning | Sánchez-Castro et al. (2023, 2024) |
| Factory Game | Science learning | Srisawasdi and Panjaburee (2019) |
| [Video games were not used] | - | Stieler-Hunt and Jones (2017) |
| Wuzzit Trouble | Mathematics learning | Sun et al. (2022) |
| Crystal Island—Uncharted Discovery | Instrumental comparison | Syal and Nietfeld (2020) |
| Zeldenrust | Mathematics learning | Vandercruysse et al. (2017) |
| [Not specified] | Digital well-being education | Wang et al. (2023) |
| Hotel Stars | Fostering business careers interest | Wardaszko et al. (2016) |
| Balance; Angry Birds | Science learning | Ye et al. (2018) |
| [Not specified] | Mathematics learning | Zaina et al. (2019) |
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Sánchez-Trejo, J.; Montanero, M.; Fernández-Sánchez, M.-J. Beyond Entertainment: A Systematic Review of the Evidence on Video Game-Based Learning. Educ. Sci. 2026, 16, 1496. https://doi.org/10.3390/educsci16091496
Sánchez-Trejo J, Montanero M, Fernández-Sánchez M-J. Beyond Entertainment: A Systematic Review of the Evidence on Video Game-Based Learning. Education Sciences. 2026; 16(9):1496. https://doi.org/10.3390/educsci16091496
Chicago/Turabian StyleSánchez-Trejo, Javier, Manuel Montanero, and María-Jesús Fernández-Sánchez. 2026. "Beyond Entertainment: A Systematic Review of the Evidence on Video Game-Based Learning" Education Sciences 16, no. 9: 1496. https://doi.org/10.3390/educsci16091496
APA StyleSánchez-Trejo, J., Montanero, M., & Fernández-Sánchez, M.-J. (2026). Beyond Entertainment: A Systematic Review of the Evidence on Video Game-Based Learning. Education Sciences, 16(9), 1496. https://doi.org/10.3390/educsci16091496

