Skip to main content
. 2023 Nov 29;2(4):e200103. doi: 10.1212/NE9.0000000000200103

Table 1.

Comparison of Games, Gamification, Serious Games, and Game-Based Learning

Game Gamification Serious games Game-based learning
Examples Super Mario Brothers, Catan, Cranium, Chess Neurology Question of the Day App NeuroNavigator, The Plexus, Cerebro, Stroke of Genius Foramina!, Endowed Chairs
Definition A system where players engage in an artificial conflict defined by rules that results in a quantifiable outcome51 Application of game elements to a nongame context (not exclusive to education)3 A game designed for a purpose other than entertainment (not exclusive to education)54 The use of games in service of educational purposes (inclusive of serious games)4
Goal Creating meaningful play51 Modify learners' behaviors or attitudes in service of an educational goal Modify learners' knowledge, skills, or attitudes by using the core game loop of a game designed for that purpose Facilitate learning through the use of games
Format Wide variety of formats including analog and digital experiences Often digital in the form of web-based or application-based point systems, leaderboards, or badges Often stand-alone digital or tabletop games Includes use of serious games, commercial games, role-playing games, or other games specific to the classroom setting
When to use Commonly used for entertainment purposes, both individually and in a social setting. Can be used for team building or wellness in an educational setting Suitable for situations where the objective is to enhance engagement with existing teaching materials Useful when a creative game solution can effectively align with the learning objectives or demonstrate specific content, as well as practice particular skills A methodology that integrates game mechanics with learning objectives in a customized solution