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Understanding Player Experience in Educational Games

, Stuttgart Media University, Germany

EdMedia + Innovate Learning, in Denver, Colorado, USA ISBN 978-1-880094-95-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC


The idea of making educational games similar to video game genres is very appealing for several years now. Designers suppose to transfer the positive gaming effects of motivation and fun to the learning situation. The intent of the transfer is to make the learning situation as appealing as a video game and trigger the player’s intrinsic motivation also for the learning situation. Research efforts in this area often focus on the learning task but neglect the user’s gameplay experience. It is normally taken for granted that transferred game features from the source area (video game) work analogous in the target area (educational game). This paper addresses the knowledge about player’s experience in playing an educational game. A model of influencing control elements on player experience is developed from research literature and case study results.


Kritzenberger, H. (2012). Understanding Player Experience in Educational Games. In T. Amiel & B. Wilson (Eds.), Proceedings of EdMedia 2012--World Conference on Educational Media and Technology (pp. 1329-1335). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 27, 2022 from .



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