Do Serious Games Work? Results from Three Studies
"Military recruits and entry-level civilians of today not only understand technology in everyday use; they expect it," says Mark Oehlert, the Department of Defense's director of Game and Simulation department at the Defense Aquisition University.
These young workers are digital natives, raised in an environment where they were surrounded by inexpensive, yet highly interactive systems. Today's college generation grew up with video games from infancy. With games and technology at their fingertips, they process more information faster, and in a much different way, than most older people do.
The following study may help answer some of the questions now surrounding serious games—or games whose primary purpose is something other than entertainment, such as military training, education, physical therapy—and determine the relationship between the use of video games and learning as measured on standardized tests. More research is needed, but these findings provide some answers to both skeptics and supporters.
Purpose of the Studies
As recently as three years ago, Dr. Jan Cannon-Bowers (2006), eminent researcher in the field of the science of learning, challenged the efficacy of game-based learning and serious games at the Training 2006 Conference and Expo:
"We have plenty of empirical studies about simulations over the last 25 years. We know simulations work. We know simulations improve performance. We know simulations improve learning. Yet, I challenge anyone to show me a literature review of empirical studies about game-based learning. There are none. We are charging head-long into game-based learning without knowing if it works or not. We need studies."
These studies began in 2005 and took two years to complete. At the time, there were no established quantitative studies that showed anything like return on investment or "return on learning."
Return on learning (ROL) are metrics that show improvements in grades, increased student throughput, decreased costs of education or training, or faster learning.
Previous studies were vague and not scientifically conducted, citing findings that "supported" learning, or "reinforced" learning, or noted that students "enjoyed" the game aspects, hence Dr. Cannon-Bowers frustrations.
These three studies were the first hard data studies into game-based learning that we now call serious games. Consequently, the purpose of the three studies was to determine the relationship between the use of video games and learning.
Research Design and Methodology
Three studies were conducted at an east coast university to examine the difference in academic achievement between students who did and did not use video games in learning.
A video game was added to half the classes teaching first-year business students, third-year economics students, and third-year management students. Identical testing situations were used in each respective course, while data collected included game use, test scores, gender, ethnicity, and age.
A battery of statistical tests was used to test game use effectiveness. The various data groups were compared using a bank of standardized test questions provided with the course text. All students used the same text for their respective business, economics, or management course. Therefore, using questions from the texts ensured that students had the same access to text and class content apart from game use and reinforces the credibility of results as being attributable to participation in the game.
Results
Study 1: Business Students and Industry Giant II
The first research study was undertaken at an east coast university to examine the effectiveness of adding a simulation game as a supplement to an "Introduction to Business and Technology" (BUSN 115) course.
Approximately one-fifth of students participated in game playing, drawn randomly across courses and instructors.
The overall purpose of this study was to examine the effectiveness (by comparing exam score means) of the addition of the video game, Industry Giant II, as a supplement to BUSN 115.
What is the difference in academic achievement between students who use video games in learning and those who do not? 801 students did not play the game, 227 students did play the game.
As one student said about her experience in the course:
"It was really good having the simulation there because the games really brought it home. While the theory is really great, playing around with the variables we actually saw what would happen in the simulation. It made us really interested in what a business is because when you read about it, it's just ink and you stick the book in the back of your closet when you're done. But in the game, it's an experience that really stays with you, you actually learn about running a business. 'I've done this, I know how this works and why it's good for my business.'"
Figure 1 shows the means of test scores with and without game play, and Figure 2 shows the distribution of grades with and without game play.


Study Two: Economics Students and Zapitalism
The second research study tested whether adding a simulation game to a college level economics course improved student understanding and application of concepts, as measured by standardized tests. Significant elements included game participation, with a substantial improvement in test scores for students playing the video game Zapitalism.
The overall purpose of this study was to examine the effectiveness (by comparing exam score means, and gender means) of the addition of Zapitalism as a supplement to the ECON 312 "Principles of Economics" class.
234 students did not play the game, while 322 students did. Figure 3 shows the means of test scores with and without game play, Figure 4 shows test scores by gender, and Figure 5 shows the distribution of grades with and without game play.



Study Three: Management Students and Virtual-U
The third causal-comparative study was conducted at an east coast university to examine the difference in academic achievement between students who did and did not use video games in learning.
The game Virtual-U was added to half the classes teaching third-year management students. Identical testing situations were used while data collected included game use, test scores, gender, ethnicity, and age. ANOVA, chi-squared, and t tests were used to test game use effectiveness.
The overall purpose of this study was to examine the effectiveness (by comparing exam score means, gender means, ethnicity means, and age means) of the addition of the video game as a supplement to the MGMT 303 "Principles of Management" class.
One student's perception: "The greatest impact I got from that course was the hands-on experience using Virtual-U. It helped us improve and learn more from the course."Figure 6 shows the means of test scores with and without game play, Figure 7 shows test scores by gender, Figure 8 shows test scores by ethnicity (note: there were no Asians enrolled who played without the game), Figure 9 shows test scores by age, and Figure 10 shows the distribution of grades with and without game play.





Conclusion
Between 2006 and 2008, more than $200,000,000 was spent on serious games without knowing if it works. The problem addressed by this research, was to determine the relationship between the use of video games and learning.
The findings show that classes using the game had significantly higher means than those classes that did not use the game. There were no significant differences between male or female scores, regardless of game play, while both genders scored significantly higher with game play than without. There were no significant differences between ethnic groups, while all ethnic groups scored significantly higher with game play. Lastly, students ages 40 and under scored significantly higher with game play, whereas students age 41 and up did not.
In short, the studies found that, at least in some circumstances, the application of serious games significantly increases learning.
The challenge now is to expand this type of research to further understand the efficacy of using serious games. The potential of using serious games to create new expectations of learning and performance achievements remains to be proven. The more studies there are like this, that show the return on learning of using serious games, will help decision makers overcome the cultural change resistance needed to embrace serious games and game-based learning.
About the Author
Dr. Rick Blunt is a founder of the serious games developer and consultancy BX-Games. He was formerly the director of Plans and Programs for the Department of Defense Advanced Distributed Learning Initiative. He has also taught games and simulation programming and has written two books: Communities at the Speed of Business: Communities of Practice as Peer-to-Peer Learning Networks and Knowledge Management in the New Economy. He holds a PhD from Walden University, where his field of research was game-based learning.
[A more detailed version of this study is available for download (Word document).]
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