Game On: Exploring the fusion of science and video games through case studies

Authors

  • Noemi Crescentini Department of Social Science, University of Naples Federico II (Italy)

Abstract

Nel panorama in continua evoluzione dell'educazione e della comunicazione scientifica, il potenziale dei videogiochi e della gamification è emerso come un argomento di crescente importanza. L'integrazione di meccanismi di gioco ed elementi interattivi in contesti tradizionalmente non ludici, come l'educazione scientifica e la divulgazione, può aumentare la motivazione e l'efficacia complessiva dell'apprendimento. La gamification, ovvero l'uso di elementi di game design in contesti non ludici, è stata ampiamente studiata in vari ambiti, tra cui l'educazione scientifica (Sanmugam et al., 2014). Il potenziale della gamification risiede infatti nella sua capacità di attirare l'attenzione del pubblico, generare un senso di immersione e stimolare la partecipazione attiva nel processo di apprendimento. Sebbene i vantaggi della gamification nell'istruzione siano ampiamente riconosciuti, il suo impatto sull'elaborazione cognitiva e sulla creazione di esperienze di apprendimento significative è ancora un'area che necessita di ulteriori ricerche e indagini. Inoltre, considerando che la divulgazione scientifica può fungere da stimolo per l'apprendimento formale, questo lavoro mira a esplorare l'intersezione tra il mondo dei videogiochi e la sfera scientifica con l'obiettivo di comprendere le dinamiche interattive e influenti tra queste due sfere. Attraverso l'analisi di casi studio specifici, il presente studio si concentra su tre principali aree di convergenza: l'uso dei videogiochi come strumento educativo-scientifico, l'uso della gamification nelle attività scientifiche e il rapporto tra scienza e videogiochi. Questo approccio contribuirà a una riflessione sociologica sulla ridefinizione delle dinamiche partecipative e sul coinvolgimento dei cittadini nella produzione e nella diffusione della conoscenza scientifica.
In the evolving scenario of science education and communication, the potential of video games and gamification has emerged as a topic of increasing relevance. The integration of game mechanisms and interactive elements in traditionally non-game contexts (such as science education and outreach) has the potential to increase motivation and overall learning effectiveness. Gamification, i.e. the use of game design elements in non-game environments, has been investigated in numerous fields, including science education (Sanmugam et al., 2014). Indeed, the potential of gamification lies in its ability to attract the audience's attention, generate a sense of immersion and stimulate active participation in the learning process. Although the benefits of gamification in education have been widely recognised, its impact on cognitive processing and the creation of meaningful learning experiences is still an area that needs further research and investigation. Considering, moreover, that science dissemination can serve as a stimulus for formal learning, this work aims to explore the intersection between the world of video games and the scientific sphere, with the aim of understanding the interactive and influential dynamics between these two spheres.
Through the analysis of specific case studies, this study focuses on three main areas of convergence: the use of video games as an educational-scientific tool, the use of gamification in scientific activities, and the relationship between science and video games. This approach will contribute to a sociological reflection on the redefinition of participatory dynamics and the involvement of citizenship in the production and dissemination of scientific knowledge.

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Published

07-12-2025

How to Cite

Crescentini, N. (2025). Game On: Exploring the fusion of science and video games through case studies. Culture E Studi Del Sociale, 10(1, Special Issue). Retrieved from https://www.cussoc.it/journal/article/view/394