Advances in Game-Based Learning, Gamification in Education and Serious Games

A special issue of Computers (ISSN 2073-431X). This special issue belongs to the section "Human–Computer Interactions".

Deadline for manuscript submissions: 30 June 2026 | Viewed by 1

Special Issue Editors


E-Mail Website1 Website2
Guest Editor

E-Mail Website
Guest Editor
Department of Electrical and Computer Engineering, University of Thessaly, 38333 Volos, Greece
Interests: serious games; game-based learning; assessment and evaluation; design thinking
Special Issues, Collections and Topics in MDPI journals

E-Mail Website
Guest Editor
INESC TEC—Instituto de Engenharia de Sistemas e Computadores, Tecnologia e Ciência, N2i—Instituto Politécnico da Maia, Universidade Aberta, Porto, Portugal
Interests: serious games; game-based learning; assessment and evaluation; virtual reality

Special Issue Information

Dear Colleagues,

Play is one of the most natural ways for humans to learn, connect, and make sense of the world. Long before the digital age, games were shaping how we practiced skills, built social bonds, and explored new ideas. Today, digital technologies have amplified that power, turning games into global spaces of interaction, creativity, and transformation.

Serious games, gamification, and game-based learning stand at the crossroads of this evolution. They ask a simple but powerful question: what if the same forces that keep millions of players immersed in virtual worlds could be directed toward education, health, civic participation, or social change? The answers emerging from research and practice are as diverse as they are promising: from gamified classrooms that spark curiosity, to VR simulations that train professionals, to playful campaigns that raise awareness about pressing global issues.

Game-based learning focuses on designing games with specific pedagogical goals, while gamification brings game mechanics into non-game settings to boost motivation and engagement. Together, these approaches are unlocking new possibilities: more engaged learners, more effective training, healthier lifestyles, and greater public awareness of pressing issues.

This Special Issue brings together cutting-edge research, fresh perspectives, and real-world applications on serious games, gamification, and game-based learning. We welcome contributions that showcase innovation, share evidence of impact, and highlight the transformative potential of games across education, industry, and society. Topics of interest include (but are not limited to) the following:

  • Serious games for education, health, and training;
  • Game-based learning practices and models;
  • Gamification strategies in education and beyond;
  • Advergames and branded play experiences;
  • Exergames for physical activity and well-being;
  • Pervasive and location-based games;
  • Games for social and environmental awareness;
  • New technologies powering serious games (VR, AR, XR, AI, wearables);
  • Evaluation and impact assessment of serious games;
  • Psychological dimensions of play: motivation, immersion, flow;
  • Collaborative, multiplayer, and community-driven serious games;
  • Security, privacy, and ethics in serious games;
  • Case studies of successful implementations.

Join us in exploring how games can move beyond fun to drive learning, change behavior, and create impact.

Prof. Dr. Carlos Vaz de Carvalho
Dr. Hariklia Tsalapatas
Prof. Dr. Ricardo Baptista
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Computers is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • game-based learning
  • gamification
  • serious games
  • educational games

Benefits of Publishing in a Special Issue

  • Ease of navigation: Grouping papers by topic helps scholars navigate broad scope journals more efficiently.
  • Greater discoverability: Special Issues support the reach and impact of scientific research. Articles in Special Issues are more discoverable and cited more frequently.
  • Expansion of research network: Special Issues facilitate connections among authors, fostering scientific collaborations.
  • External promotion: Articles in Special Issues are often promoted through the journal's social media, increasing their visibility.
  • Reprint: MDPI Books provides the opportunity to republish successful Special Issues in book format, both online and in print.

Further information on MDPI's Special Issue policies can be found here.

Published Papers

This special issue is now open for submission.
Back to TopTop