Oct 2026· International Journal of Serious Games· pp. 23-46· 0 citations· 56 references
TL;DR
An experience-centered methodology to evaluate how players activate and transform intended meanings through embodied interaction is proposed, contributing to game design research by proposing an experience-centered methodology.
Abstract
Play has emerged as a valuable pedagogical strategy in higher education, offering experiential and situated learning opportunities that integrate knowledge, skills, and attitudes. Within this context, analog board games are gaining renewed attention as tools that foster strategic thinking, collaboration, and emotional engagement. This study explores educational board games not merely as content carriers, but as intentionally designed artifacts that shape meaningful learning experiences.
The research examines two Colombian games with distinct design paradigms: Guanga: Textiles Andinos (cultural-symbolic) and Construyendo la Autopista (technical-procedural). Adopting a mixed-methods approach, the study combines designer interviews, artifact analysis, and gameplay observation with biometric data (facial expression analysis, eye tracking, and GSR) and standardized questionnaires (MEEGA+).
The originality of this research lies in the application of agentive semiotics to board game analysis, a perspective rarely explored in Game-Based Learning. Instead of viewing players as passive decoders of signs, this framework analyzes how design decisions create conditions for agency, action, and sense-making. Findings reveal that while Guanga fosters a reflective agency characterized by creative tension and symbolic exploration, Autopista promotes a procedural agency defined by stability and operational execution. This study contributes to game design research by proposing an experience-centered methodology to evaluate how players activate and transform intended meanings through embodied interaction.
This study investigates playful language learning in an immersive Virtual Reality (VR) environment. The authors designed a VR language game for adult learners of Finnish in higher education in Sweden and Finland, aiming to support foreign-language speaking skills. Survey data were collected from 36 participants, who re...
Riikka Partanen, R. Valijärvi, Pia Rajaniemi et al.· Nordic Journal of Language T...· 0 citations
The findings suggest that ludonarrative harmony and dissonance are not absolute categories and that game mechanics and principles may function as pedagogical tools in formal English education or while learning English as a second language.
The study concludes that the teacher’s methodological approach and mediation are essential to aligning these resources with teaching objectives and students’ needs, guiding their use toward a critical and reflective understanding of history.
Rívea Natchia de Paula Leal· Revista de Estudos Interdisc...· 0 citations
The findings indicate that the relationship between gamification, serious games, and university learning is not a homogeneous effect, but rather a complex phenomenon conditioned by the educational context, pedagogical design, and methodological decisions in primary studies.
Alejandro Valencia-Arías, Jesús Alberto Jiménez García, Lelis Grabiel Palacios Silva et al.· Contemporary Educational Tec...· 0 citations
Waiting time in restaurants constitutes a passive interval that adversely affects customer experience and their emotional connection with the establishment. This study examines the potential of analogue serious games to transform that waiting period into an experience of experiential engagement and social interaction a...
Lina Margarita Marrugo-Salas, Natalie Morales-Londoño, Juliany Pacheco et al.· European Conference on Games...· 0 citations
Educational games (EGs) frequently fail to reach the classrooms they are designed for, and the absence of teachers from the design process is consistently identified as one reason. Participatory design (PD) offers a route to addressing this, but in educational game contexts it has largely positioned children as design...
Mifrah Ahmad· European Conference on Games...· 0 citations
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