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ORIGINAL RESEARCH article
Front. Virtual Real.
Sec. Virtual Reality and Human Behaviour
Volume 6 - 2025 | doi: 10.3389/frvir.2025.1550004
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Gamification has received increasing attention in research and practice. Although narrations as gamification design elements are frequently implemented into gamified systems, specific content- and context-related design elements of narrations are only scarcely addressed. In this study, we varied the content of the narration for a gamified virtual reality learning system by addressing either a self-oriented (finding a treasure) or other-oriented (rescuing a person) motivational orientation. Further, we varied the context of the narration by using a similar or dissimilar setting of the narration compared to a subsequent virtual reality learning setting. The results of a 2 (motivation: self-oriented vs. other-oriented) x 2 (context: similar vs. dissimilar) between-subjects experiment with a control group show that using an other-oriented motivational orientation in contrast to a self-oriented one increases intrinsic motivation and germane cognitive load, although we could not find evidence for improving learning performance for any of the independent variables. These results imply that implementing rescues in narrations of serious games can be beneficial to foster engagement for language learners.
Keywords: Gamification, Digital game-based learning, virtual reality, Narration, vocabulary learning
Received: 22 Dec 2024; Accepted: 14 Feb 2025.
Copyright: © 2025 Jahn, Suren, Sanchez-Stockhammer and Rey. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Katharina Jahn, Institute for Media Research, Chemnitz University of Technology, Chemnitz, Lower Saxony, Germany
Markus Suren, Institute for Media Research, Chemnitz University of Technology, Chemnitz, Lower Saxony, Germany
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.
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