Digital serious games (DSGs) in collaborative settings are increasingly explored for their potential to support 21st century skills, particularly collaboration. However, existing literature still offers a fragmented picture of their impact on collaborative competences. Thus, this study aims to (1) map empirical research on DSGs in collaborative contexts—highlighting theoretical frameworks, application fields, and assessment methods for knowledge acquisition and psychosocial skills— and (2) examine their effectiveness, identifying which components of collaborative competence and group dynamics are supported. Following PRISMA guidelines, the literature search identified 29 studies reporting empirical evidence on the use of DSGs in collaborative settings, using the search terms “serious game*” AND “learning” AND “cooperat*” OR “collaborat*.” The studies selected are highly heterogeneous in frameworks, aims and methods, reflecting the multidisciplinary nature of DSG research. Main findings show that research on DSGs in collaborative contexts is highly heterogeneous and predominantly based on experimental and quasi-experimental designs, with a strong focus on short-term outcomes such as knowledge acquisition and user satisfaction. Results indicate also that DSGs mainly support collaboration through interconnected cognitive, affective, and social mechanisms, particularly when embedded within structured frameworks such as computer-supported collaborative learning. However, evidence on longitudinal effects and deeper group processes remains limited, revealing a gap between short-term learning outcomes and the analysis of sustained group dynamics. Future research on DSG interventions aiming to more effectively capture group processes should adopt standardized definitions, use validated instruments for assessing collaboration, and implement longitudinal designs grounded in structured collaborative methodologies.

Do digital serious games in collaborative settings promote learning and psychosocial skills? A systematic review / Giacchi, I., Lonigro, A., Zava, F., Maria Vecchio, G.. - In: CONTEMPORARY EDUCATIONAL TECHNOLOGY. - ISSN 1309-517X. - 18:2(2026). [10.30935/cedtech/18599]

Do digital serious games in collaborative settings promote learning and psychosocial skills? A systematic review

Antonia Lonigro
Secondo
;
2026

Abstract

Digital serious games (DSGs) in collaborative settings are increasingly explored for their potential to support 21st century skills, particularly collaboration. However, existing literature still offers a fragmented picture of their impact on collaborative competences. Thus, this study aims to (1) map empirical research on DSGs in collaborative contexts—highlighting theoretical frameworks, application fields, and assessment methods for knowledge acquisition and psychosocial skills— and (2) examine their effectiveness, identifying which components of collaborative competence and group dynamics are supported. Following PRISMA guidelines, the literature search identified 29 studies reporting empirical evidence on the use of DSGs in collaborative settings, using the search terms “serious game*” AND “learning” AND “cooperat*” OR “collaborat*.” The studies selected are highly heterogeneous in frameworks, aims and methods, reflecting the multidisciplinary nature of DSG research. Main findings show that research on DSGs in collaborative contexts is highly heterogeneous and predominantly based on experimental and quasi-experimental designs, with a strong focus on short-term outcomes such as knowledge acquisition and user satisfaction. Results indicate also that DSGs mainly support collaboration through interconnected cognitive, affective, and social mechanisms, particularly when embedded within structured frameworks such as computer-supported collaborative learning. However, evidence on longitudinal effects and deeper group processes remains limited, revealing a gap between short-term learning outcomes and the analysis of sustained group dynamics. Future research on DSG interventions aiming to more effectively capture group processes should adopt standardized definitions, use validated instruments for assessing collaboration, and implement longitudinal designs grounded in structured collaborative methodologies.
2026
collaboration; digital serious games; learning outcomes; psychosocial skills; systematic review
01 Pubblicazione su rivista::01a Articolo in rivista
Do digital serious games in collaborative settings promote learning and psychosocial skills? A systematic review / Giacchi, I., Lonigro, A., Zava, F., Maria Vecchio, G.. - In: CONTEMPORARY EDUCATIONAL TECHNOLOGY. - ISSN 1309-517X. - 18:2(2026). [10.30935/cedtech/18599]
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/1774572
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