Video Games: Learning, Emotions, and Motivation

A special issue of Multimodal Technologies and Interaction (ISSN 2414-4088).

Deadline for manuscript submissions: 20 October 2025 | Viewed by 532

Special Issue Editors


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Guest Editor
Department of Psychology, University of Almería, 04120 Almería, Spain
Interests: gamification; game-based learning; engagement; academic motivation; special needs
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Psychology, University of Burgos, 09001 Burgos, Spain
Interests: gamification; game-based learning; educational escape rooms; inclusive education; teacher training
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Video games have evolved beyond their role as a leisure activity to become a significant cultural phenomenon, influencing multiple domains of human interaction and development. Integrating them into educational contexts can offer transformative opportunities to enhance learning experiences, foster motivation, and engage emotions. Video games' interactive and immersive nature positions them as powerful tools in the creation of meaningful educational environments that encourage active participation, critical thinking, and problem-solving.

This Special Issue will explore the multifaceted relationship between video games and education, providing a platform for innovative research and systematic reviews. Contributions should employ quantitative, qualitative, or mixed methodologies to address key areas of interest, which include, but are not limited to, the development and application of educational video games and serious games, the role of video games in learning processes, their impact on school coexistence, and perceptions of teachers and students of their use in the classroom. Furthermore, we invite studies examining the ethical values embedded in video games and their potential for inclusion in special education settings.

This Special Issue will deepen our understanding of the potential to use video games as educational tools and their broader implications for motivation and emotional development in learning environments. We aim to achieve this by bridging theoretical and practical perspectives.

Dr. Ana Manzano-León
Dr. José M. Rodríguez Ferrer
Guest Editors

Manuscript Submission Information

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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. Multimodal Technologies and Interaction 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 1600 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

  • educational video games
  • serious games
  • game-based learning
  • motivation in education
  • emotional engagement
  • ethical values in gaming

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Published Papers (2 papers)

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Research

15 pages, 501 KiB  
Article
Evaluating a UDL-Based Digital Escape Room for Bullying Awareness in Secondary Education
by Yosra Achab-Moukram, Paula Rodríguez-Rivera, José Manuel Aguilar-Parra, José M. Rodríguez-Ferrer, Javier Rodríguez-Moreno and Ana Manzano-León
Multimodal Technol. Interact. 2025, 9(6), 55; https://doi.org/10.3390/mti9060055 - 6 Jun 2025
Viewed by 11
Abstract
This study evaluates the effectiveness of a digital escape room designed according to the Universal Design for Learning (UDL) principles as an educational tool to raise awareness about school bullying and cyberbullying in lower secondary education. Using a quasi-experimental design with 137 students [...] Read more.
This study evaluates the effectiveness of a digital escape room designed according to the Universal Design for Learning (UDL) principles as an educational tool to raise awareness about school bullying and cyberbullying in lower secondary education. Using a quasi-experimental design with 137 students (66 in the control group and 71 in the experimental group), the gamified activity was compared to a traditional expository intervention. Empathy was measured using the Brief Basic Empathy Scale (BES-B), and bullying-related knowledge and experiences were assessed with the SPB-A scale. The escape room integrated key UDL principles, including multiple means of representation (e.g., video, images, text), action and expression (interactive tasks and puzzles), and engagement (narrative-based missions and collaborative challenges). The results indicate significant improvements in knowledge about behaviors related to school bullying among participants who completed the escape room. Although changes in affective and cognitive empathy were not statistically significant, positive trends were observed in the experimental group. The immersive, collaborative, and accessible nature of the activity positions the escape room as a promising tool within broader strategies for bullying prevention. Full article
(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
27 pages, 6914 KiB  
Article
A New Serious Game (e-SoundWay) for Learning English Phonetics
by Alfonso Lago-Ferreiro, María Ángeles Gómez-González and José Carlos López-Ardao
Multimodal Technol. Interact. 2025, 9(6), 54; https://doi.org/10.3390/mti9060054 - 4 Jun 2025
Viewed by 46
Abstract
This paper presents the design and evaluation of e-SoundWay, a cross-platform serious game developed to improve English phonetic competence through a multimodal and narrative-driven approach. While the platform is specifically tailored to meet the needs of Spanish-speaking learners, it is adaptable for [...] Read more.
This paper presents the design and evaluation of e-SoundWay, a cross-platform serious game developed to improve English phonetic competence through a multimodal and narrative-driven approach. While the platform is specifically tailored to meet the needs of Spanish-speaking learners, it is adaptable for a wider range of English as a Foreign Language (EFL) users. e-SoundWay offers over 600 interactive multimedia minigames that target three core competencies: perception, production, and transcription. Learners progress along a gamified version of the Camino de Santiago, interacting with characters representing diverse English accents. A mixed-methods evaluation combining pre- and post-tests with a user experience questionnaire revealed statistically significant improvements across all domains, particularly in perception. Reduced post-test variability indicated more equitable learning outcomes. User satisfaction was high, with 64% of participants reporting satisfaction with their phonetic progress and 91% stating they would recommend the platform. These findings highlight the educational effectiveness, accessibility, and motivational value of e-SoundWay, reinforcing the role of serious games and multimodal technologies in delivering inclusive and engaging pronunciation instruction. Full article
(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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