Enhancing Learning Outcomes Through Gamification: Investigating Retention, Game Experience, and Emotional Engagement

Authors

  • Mahita Sanil Master’s Student, Amity Institute of Behavioural and Applied Sciences, Amity University, Mumbai, India
  • Dr. Vishranti Uttam Sathe Assistant Professor, Amity Institute of Behavioural and Applied Sciences, Amity University, Mumbai, India

DOI:

https://doi.org/10.25215/1302.415

Keywords:

Gamification, Retention, Emotional Engagement, Game Experience

Abstract

Gamification is the “use of game design elements in a non-game context” (Singer and Schneider, 2012). Gamification has emerged as a powerful approach to enhance engagement, motivation, and long-term retention in various domains, including education, marketing, and workplace training (Capatina et al., 2024). Additionally, research by Singh and Sun (2025), Krause et al. (2015), and Oksanen (2013) all support the idea that game-like environments enhance immersion and contribute to increased motivation, achievement, and academic development. This paper explores the relationship between gamification and retention and examines how game mechanics such as points, badges, leaderboards, and character design can influence user behaviour and encourage positive experiences. The study involved a within-group research design of 50 participants currently enrolled in a course. The statistically significant paired t-test score of 6.141 confirms that game elements such as competition, personalisation, rewards, and interactivity contribute to improved retention and learning outcomes. The analysis revealed a significant increase in learners’ sense of competence, positive affect, and immersion, indicating that gamification fosters a more enjoyable and engaging learning environment. Additionally, the Core, Social Presence, and Post-Game Modules of the Game Experience Questionnaire (IJsselsteijn et al, 2013) demonstrate that gamified learning reduces negative experiences while enhancing emotional engagement, social interaction, and overall post-learning satisfaction.

Published

2025-06-30

How to Cite

Mahita Sanil, & Dr. Vishranti Uttam Sathe. (2025). Enhancing Learning Outcomes Through Gamification: Investigating Retention, Game Experience, and Emotional Engagement. International Journal of Indian Psychȯlogy, 13(2). https://doi.org/10.25215/1302.415