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Research Article

Game-Changer NPCs: Leveling-Up Technology Acceptance and Flow in a Digital Learning Quest

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Received 27 Oct 2023, Accepted 12 Apr 2024, Published online: 20 May 2024
 

Abstract

Digital Game-Based Learning (DGBL) combines gamification with educational content to create engaging learning experiences tailored to today’s learners. Non-Playable Characters (NPCs), integral to many video games, are computer-generated characters controlled by game algorithms rather than players. Despite their prominence in gaming, research on NPCs’ impact on learners’ perceptions, experiences, and acceptance of DGBL environments remains scarce. This study presents a framework that investigates the impact of non-player characters’ (NPCs) attributes, including social presence, telepresence, social support, and storytelling, on factors related to technology acceptance, such as perceived usefulness and perceived ease of use, as well as on the flow state and the intention to continue using a digital game-based learning (DGBL) environment. An experiment was conducted where learners were administered a survey after interacting with NPCs, simulating peers, professors, or industry experts teaching Fintech topics within a DGBL environment. Analysis of 200 valid responses using Partial Least Squares Structural Equation Modeling revealed that NPCs’ attributes significantly enhance perceived usefulness, perceived ease of use, and flow state in the DGBL environment. Furthermore, the findings indicate that perceived ease of use and the flow state positively affect learners’ intentions to continue using the DGBL environment. Thematic analysis per participant feedback highlighted the value of DGBL as an innovative educational approach that makes learning about Fintech accessible and engaging. These results are interpreted through the Technology Acceptance Model, flow theory, presence theory, and gamified learning model, offering insights into how NPCs can be effectively designed to enrich the DGBL learning experience and foster technology adoption.

Acknowledgments

TWL thanks Kaidon, Roy, Shan, Shearman, Shers, and VJ for inspiring this work and for being the cool NPCs in the game of life. The authors appreciate the editor and reviewers for their contributions to the evaluation and enhancement of this paper.

Disclosure statement

No potential conflict of interest was reported by the author(s).

Data availability statement

The datasets generated during and/or analyzed during the current study are available from the corresponding author on reasonable request.

Additional information

Funding

This work was supported by Universitas Telkom in collaboration with Multimedia University under Grant ID: MMUE/210064.

Notes on contributors

Tze Wei Liew

Tze Wei Liew, an Associate Professor at Multimedia University (MMU) in Malaysia, specializes in cognitive psychology, learning sciences, media psychology, cyberpsychology, and human-computer interaction. He has authored over 50 articles, including publications in WoS/Scopus-indexed journals, proceedings, and book chapters.

Yahdi Siradj

Yahdi Siradj holds Bachelor’s and Master’s degrees in Electrical Engineering from Institut Teknologi Bandung (ITB), Indonesia. He is a Lecturer at Telkom University’s Faculty of Applied Science, specializing in game development, multimedia, the metaverse, data science, and machine learning, driving technological innovation and education.

Su-Mae Tan

Su-Mae Tan, a Principal Lecturer at the Faculty of Information Science and Technology, Multimedia University, Melaka, Malaysia, holds a Master of Science in Information Technology Management from Universiti Teknologi Malaysia. She has authored over 30 publications on HCI, including articles in WoS/Scopus-indexed journals, book chapters, and proceedings.

Rickman Roedavan

Rickman Roedavan, authored the Best Seller Unity Tutorial Game Engine Series. He heads the Multimedia Engineering Technology Research Labs and teaches Application Programming for Games at Telkom University Indonesia while collaborating internationally with universities like KMITL, UniKL, MSU, RMIT, MMU, and UTEM.

Mohammad Tariqul Islam Khan

Mohammad Tariqul Islam Khan is an Assistant Professor at the Faculty of Business, Multimedia University, Malaysia. His research interests encompass finance education, Fintech, digital financial literacy, household finance, and behavioral finance.

Bambang Pudjoatmodjo

Bambang Pudjoatmodjo, a Lecturer at Telkom University’s Faculty of Applied Science, specializes in film scenario writing, game development, and interactive devices such as virtual reality and augmented reality. He holds a Master’s in software reliability from Langlangbuana University and is currently pursuing a Ph.D. at Universiti Teknikal Malaysia Melaka (UTeM).

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