Fostering Motivation through Cultural Serious Games: A Self-Determination Theory Approach

Authors

  • Jiqiang Yang College of Design and Innovation, Zhejiang Normal University, China
  • Ran Li College of Design and Innovation, Zhejiang Normal University, China

DOI:

https://doi.org/10.61360/BoniGHSS252018230403

Keywords:

serious games, motivation, cultural identity, self-determination theory, traditional culture

Abstract

This study explores how serious games can foster learner motivation and cultural identity using Self-Determination Theory (SDT) as a guiding framework. We designed a game—The Taste of Truth, a culturally grounded serious game, to support students' needs for autonomy, competence, and relatedness, and compared the motivational, academic, and cultural identity outcomes between a game-based learning group and a traditional media group. The experimental results revealed that the game-based approach significantly improved learners’ intrinsic motivation, academic achievement, and cultural identity, with no significant differences observed in gender. These findings affirm the effectiveness of SDT-based design strategies and highlight the potential of serious games as inclusive and culturally responsive educational tools. This research contributes to the growing body of evidence that serious games can simultaneously achieve cognitive, affective, and sociocultural learning goals.

References

He, W., & Tang, J. (2024). Blue book of the game industry: Development report on China's game industry (2024). Beijing: Social Sciences Academic Press.

Huizinga, J. (2003). Nature and significance of play as a cultural phenomenon. In Performance. Critical Concepts in Literary and Cultural Studies, 1, 36–56.

Cerezo-Pizarro, M., Revuelta-Domínguez, F. I., Guerra-Antequera, J., & Melo-Sánchez, J. (2023). The cultural impact of video games: A systematic review of the literature. Education Sciences, 13(11), 1116.

Anderson, E. F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., & De Freitas, S. (2010). Developing serious games for cultural heritage: A state-of-the-art review. Virtual Reality, 14, 255–275.

Chowanda, A. (2016). Gamification of learning: Can games motivate me to learn history? ComTech, 7(3), 225–232.

Hawlitschek, A., & Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students’ learning, motivation and cognitive load. Computers in Human Behavior, 72, 79–86.

Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in the classroom. Computers & Education, 54, 1145–1156.

Callaghan, M., McShane, N., Gómez, A. E., & Savin-Baden, M. (2018). Extending the activity theory based model for serious games design in engineering to integrate analytics. International Journal of Engineering Pedagogy, 8(1).

Bachen, C. M., Hernández-Ramos, P. F., & Raphael, C. (2012). Simulating REAL LIVES: Promoting global empathy and interest in learning through simulation games. Simulation & Gaming.

Kramsch, C. (2010). The multilingual subject: What foreign language learners say about their experience and why it matters. Oxford University Press.

Laiti, O. K. (2025). Indigenous game design and digital cultural heritage. In Digital Indigenous Cultural Heritage (pp. 109–120). Cham: Springer Nature Switzerland.

Chen, C., & Zhang, Y. (2024). Virtual intimacy in otome game emotional narratives: A study based on "Love and Deep Space" and young female players. Journal of Youth Studies in China, 8.

He, W., & Li, Y. (2024). Symbols, knowledge, and concepts: The innovative transformation of excellent Chinese traditional culture in digital games. Jiangsu Social Sciences, 1.

Schumacher, T., & January, B. (2024). Developing cultural intelligence: An experiential learning perspective on serious game-centered education (Doctoral dissertation, ESCP Europe Wirtschaftshochschule Berlin).

Hammer, J., To, A., Schrier, K., Bowman, S. L., & Kaufman, G. (2018). Learning and role-playing games. In Role-playing game studies (pp. 283–299). Routledge.

Phinney, J. S. (1992). The multigroup ethnic identity measure: A new scale for use with diverse groups. Journal of Adolescent Research, 7(2), 156–176.

Chiu, T. K. F. (2021). Digital support for student engagement in blended learning based on self-determination theory. Computers in Human Behavior, 124, 2–10.

Chiu, T. K. F. (2021). Applying the self-determination theory (SDT) to explain student engagement in online learning during the COVID-19 pandemic. Journal of Research on Technology in Education. https://doi.org/10.1080/15391523.2021.1891998

Deci, E. L., & Ryan, R. M. (2008). Facilitating optimal motivation and psychological well-being across life's domains. Canadian Psychology, 49(1), 14–23.

Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. In Serious Games and Edutainment Applications (pp. 25–43).

Dörner, R., Göbel, S., Effelsberg, W., & Wiemeyer, J. (2016). Serious games (No. 1). Cham: Springer.

Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students' motivation, engagement and learning in an educational game. Computers & Education, 75, 136–148.

He, W., & Dong, Y. (2021). Research on the impact of serious games on students' learning effect: A meta-analysis based on 41 experiments and quasi-experiments. Modern Educational Technology, (4), 47–49.

Hickey, D. T., & Zuiker, S. J. (2005). Engaged participation: A sociocultural model of motivation with implications for educational assessment. Educational Assessment, 10, 277–305.

Huang, H. M., Rauch, U., & Liaw, S. S. (2010). Investigating learners' attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171–1182.

Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 8, 2–11.

Kazimoglu, C. (2020). Enhancing confidence in using computational thinking skills via playing a serious game: A case study to increase motivation in learning computer programming. IEEE Access, 8, 221831–221851.

Kamkuimo, S. A. K., Girard, B., Lapointe, P., et al. (2020). Design and implementation of a serious game to make construction workers aware of exposure to silica dust in the workplace. https://doi.org/10.1007/978-3-030-61814-8_7

Kuksa, I., & Childs, M. (2014). Making sense of space: The design and experience of virtual spaces as a tool for communication. Elsevier.

Li, X., Zhu, Q., Jiang, Y., & Qu, X. (2020). Research on children's digital literacy based on gamified learning. Modern Educational Technology, (4), 50.

Liu, L. H., & Zhang, J. J. (2010). Self-determination theory of motivation and its application. Journal of South China Normal University (Social Sciences Edition), (4), 53–59.

Li, G. L. (2012). Analysis of bottleneck factors affecting the teaching effectiveness of ideological and political theory courses in universities. Journal of Social Sciences of Shanxi Higher Education Institutions, (6), 61–65.

Lafrenière, M.-A. K., Verner-Filion, J., & Vallerand, R. J. (2012). Development and validation of the gaming motivation scale (GAMS). Personality & Individual Differences, 53(7), 827–831. https://doi.org/10.1016/j.paid.2012.06.013

Minović, M., et al. (2015). Visualisation of student learning model in serious games. Computers in Human Behavior, 47, 98–107.

Norris, A. E., Weger, H., Bullinger, C., et al. (2014). Quantifying engagement: Measuring player involvement in human–avatar interactions. Computers in Human Behavior, 34, 1–11. https://doi.org/10.1016/j.chb.2014.01.044

Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M. Y. (2016). Video games as meaningful entertainment experiences. Psychology of Popular Media Culture, 5(4), 390.

Noroozi, O., Dehghanzadeh, H., & Talaee, E. (2020). A systematic review on the impacts of game-based learning on argumentation skills. Entertainment Computing, 35, 100369.

Ponticorvo, M., Dell'Aquila, E., Marocco, D., & Miglino, O. (2019). Situated psychological agents: A methodology for educational games. Applied Sciences, 9(22), 4887.

Lacasa, P., Méndez, L., & Martínez, R. (2009). Using videogames as educational tools: Building bridges between commercial and serious games. In Design and use of serious games (pp. 107–123). Dordrecht: Springer Netherlands.

Rahimi, S., Shute, V., Kuba, R., Dai, C. P., Yang, X., Smith, G., & Fernández, C. A. (2021). The use and effects of incentive systems on learning and performance in educational games. Computers & Education, 165, 104135.

Eppmann, R., Bekk, M., & Klein, K. (2018). Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX]. Journal of Interactive Marketing, 43(1), 98–115.

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25, 54–67. https://doi.org/10.1006/ceps.1999.1020

Ryan, R. M., & Deci, E. L. (1980). The empirical exploration of intrinsic motivational processes. Advances in Experimental Social Psychology, 13(2), 39–80.

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 2–4.

Shang, J., Jiang, Y., & Zhuang, S. (2012). The power of games: Serious games and inquiry-based learning. Beijing: Peking University Press.

Conway, S., & Elphinstone, B. (2017). Da-Sein design: Linking phenomenology with self-determination theory for game design. Journal of Gaming & Virtual Worlds, 9, 58–64.

Bosch, C. (2024). Assessing the psychometric properties of the intrinsic motivation inventory in blended learning environments. Journal of Education and e-Learning Research, 11(2), 263–271.

Wronowski, M., Urick, A., Wilson, A. S., Thompson, W., Thomas, D., Wilson, S., ... & Ralston, R. (2020). Effect of a serious educational game on academic and affective outcomes for statistics instruction. Journal of Educational Computing Research, 57(8), 2053–2084.

Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522–546.

Lee, Y., Lee, J., & Hwang, Y. (2015). Relating motivation to information and communication technology acceptance: Self-determination theory perspective. Computers in Human Behavior, 51, 418–428.

Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Human Behavior and Emerging Technologies, 2(2), 186–195.

Zhu, H. (2021). Psychological deviations between teachers and students in ideological and political course teaching in colleges. Journal of Beijing City University, (1), 100–103.

Downloads

Published

2025-06-25

Issue

Section

Research Article

How to Cite

Fostering Motivation through Cultural Serious Games: A Self-Determination Theory Approach. (2025). Journal of Global Humanities and Social Sciences, 6(4), 130-143. https://doi.org/10.61360/BoniGHSS252018230403

Similar Articles

1-10 of 81

You may also start an advanced similarity search for this article.