Serious Games, Games for Learning and Gamified Apps

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Information Processes".

Deadline for manuscript submissions: closed (30 November 2025) | Viewed by 5429

Special Issue Editors


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Guest Editor
School of Education and Social Sciences, University of the West of Scotland, High Street, Paisley PA1 2BE, Renfrewshire, UK
Interests: games; learning psychological aspects of e-learning; digital games and social media; generative AI; employability; statistical literacy

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Guest Editor
School of Computing, Engineering and Physical Sciences, University of the West of Scotland, High Street, Paisley PA1 2BE, Renfrewshire, UK
Interests: immersive technologies in higher education; serious games; employability and graduate attributes
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
School of Computing, Engineering and Physical Sciences, University of the West of Scotland, High Street, Paisley PA1 2BE, Renfrewshire, UK
Interests: serious games; developmental frameworks and diversity; equity and Inclusion
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Education Department of Social and Educational Policy, University of Peloponnese, Damaskinou & Kolokotroni, 201 00 Korinthos, Greece
Interests: e-learning and distance learning; education policy; digital literacy; stem education; digital transformation and advanced digital technologies

Special Issue Information

Dear Colleagues,

Serious games have been around for nearly 55 years, when the term was introduced by Clark Abt (1970) in his book called “Serious Games”. Although some feel that the term serious games is inherently contradictory, it has been clear from the start that the main purpose of serious games is to educate players, or change their behaviour or attitudes. However, like entertainment games, serious games may also be fun, and the idea of using games for learning was driven by the hope that the engaging features found in entertainment games might motivate players and thereby support learning.

Serious games have been developed across many disciplines, including STEM subjects, health, business & economics, history, social science & politics, and across different levels of education from nursery to tertiary education, as well as in the worlds of work and leisure. Serious games are now big business and the serious games market is projected to reach $32.72 billion by 2030. While serious games are regarded as an engaging means of learning, evidence to substantiate their effectviness has been relatively slow to accumulate.

As editors of this special edition we have been working in games research for nearly twenty years. Designing a serious game is a complex, interdisciplinary endeavour that requires input from specialists with different interests and varied skill sets: the design and IT skills of the game designer and developer, the content knowledge of the subject matter expert, the pedagogical knowledge of the educational theorist and the research knowledge of the game evaluator.

The aim of this special edition is to bring together research in serious games, game-based learning and gamified apps across varied disciplines and for varied functions. Games Based Learning is a sub-category of Serious Games, while gamified apps refer to task-based applications that include game elements that aim to engage players. We invite submissions that provide empirical evidence for the effectiveness of games, real-life applications and case studies of specific games as well as literature reviews. Both quantitative and qualitative studies are welcome. Topics of interest include but are not limited to the following:

  • Serious games;
  • Game-based learning;
  • Gamification in learning;
  • Gamified apps;
  • Games for training;
  • Simulations;
  • Games for behaviour change;
  • Learning and pedagogy in games;
  • Game genre, game mechanics, game narrative;
  • Non digital games;
  • Serious games in different disciplines: STEM, health, business & economics, history, social science & politics;
  • Assessment in serious games;
  • Evaluation of serious games;
  • Case studies in serious games;
  • New technologies in serious games: Generative AI, Learning analytics, Virtual reality and Augmented Reality.

Dr. Elizabeth Boyle
Dr. Gavin Baxter
Dr. Thomas Hainey
Prof. Dr. Athanassios Jimoyiannis
Guest Editors

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Keywords

  • serious games
  • game-based learning
  • gamification
  • gamified apps
  • simulations
  • STEM
  • history
  • assessment and evaluation of serious games
  • new technologies for serious games
  • engagement and Immersive learning environments

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Published Papers (2 papers)

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Review

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25 pages, 2488 KB  
Review
Digital Serious Games for Undergraduate Nursing Education: A Review of Serious Games Key Design Characteristics and Gamification Elements
by Vasiliki Eirini Chatzea, Ilias Logothetis, Michail Kalogiannakis, Michael Rovithis and Nikolas Vidakis
Information 2025, 16(10), 877; https://doi.org/10.3390/info16100877 - 9 Oct 2025
Cited by 2 | Viewed by 3473
Abstract
Serious games in nursing education provide students with unique opportunities to increase knowledge and enhance decision-making and problem-solving skills. Hence, serious games from simple quizzes that test students’ knowledge to Virtual Reality simulations that gauge students’ ability skills have been developed. This evidence-based [...] Read more.
Serious games in nursing education provide students with unique opportunities to increase knowledge and enhance decision-making and problem-solving skills. Hence, serious games from simple quizzes that test students’ knowledge to Virtual Reality simulations that gauge students’ ability skills have been developed. This evidence-based review examines the latest initiatives in serious games for nursing curriculum focusing on the design and their technological features to highlight the need of pre-selecting the appropriate elements when conceptualizing a nursing serious game. Using search algorithms in Scopus and PubMed, 1969 articles published between 2019 and 2023 were screened, resulting in 81 studies and 69 unique nursing serious games involving over 7000 nursing students. Geographical distribution of serious games, the games’ type, teaching subject, nursing courses incorporating the games, technologies embarked, and different gaming platforms/engines utilized for their development are reported. Furthermore, common gamification elements (e.g., score, avatars, and quests) and key-design features (e.g., player mode, player–game interaction, feedback provision, and failure option) are described. By reporting on the latest technological advancements, a useful guide is formed, enabling both programmers and educators to easily grasp the newest trends on serious game design and use the produced knowledge to further enhance the nursing curriculum. Full article
(This article belongs to the Special Issue Serious Games, Games for Learning and Gamified Apps)
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24 pages, 536 KB  
Systematic Review
Dynamic Difficulty Adjustment in Serious Games: A Literature Review
by Lucia Víteková, Christian Eichhorn, Johanna Pirker and David A. Plecher
Information 2026, 17(1), 96; https://doi.org/10.3390/info17010096 - 17 Jan 2026
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Abstract
This systematic literature review analyzes the role of dynamic difficulty adaptation (DDA) in serious games (SGs) to provide an overview of current trends and identify research gaps. The purpose of the study is to contextualize how DDA is being employed in SGs to [...] Read more.
This systematic literature review analyzes the role of dynamic difficulty adaptation (DDA) in serious games (SGs) to provide an overview of current trends and identify research gaps. The purpose of the study is to contextualize how DDA is being employed in SGs to enhance their learning outcomes, effectiveness, and game enjoyment. The review included studies published over the past five years that implemented specific DDA methods within SGs. Publications were identified through Google Scholar (searched up to 10 November 2025) and screened for relevance, resulting in 75 relevant papers. No formal risk-of-bias assessment was conducted. These studies were analyzed by publication year, source, application domain, DDA type, and effectiveness. The results indicate a growing interest in adaptive SGs across domains, including rehabilitation and education, with DDA methods ranging from rule-based (e.g., fuzzy logic) and player modeling (using performance, physiological, or emotional metrics) to various machine learning techniques (reinforcement learning, genetic algorithms, neural networks). Newly emerging trends, such as the integration of generative artificial intelligence for DDA, were also identified. Evidence suggests that DDA can enhance learning outcomes and game experience, although study differences, limited evaluation metrics, and unexplored opportunities for adaptive SGs highlight the need for further research. Full article
(This article belongs to the Special Issue Serious Games, Games for Learning and Gamified Apps)
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