Game On: A Meta-Analysis of Motivational Factors in Business Education

Despite widespread adoption of gamification in business education, empirical evidence on its effectiveness remains fragmented and inconsistent. This meta-analysis synthesizes evidence from 27 empirical investigations to identify which factors most significantly influence intention to engage with gamified learning systems and how these factors translate into learning outcomes. The findings show that student satisfaction and perceived usefulness are the most consistent drivers of behavioral intention toward gamified learning systems. Enjoyment, ease of use, social influences, and general attitudes toward gamified experiences also play significant roles. Importantly, gamification also supports learning outcomes through mechanisms such as engagement, sustained focus, and positive learner disposition. These insights challenge simplistic applications of gamification and instead position it as a conditionally effective tool that requires thoughtful instructional design. For business educators, the findings offer practical guidance on when and how gamified systems are most likely to improve both motivation and academic performance. This study contributes to the ongoing development of evidence-based teaching in business education and lays a foundation for future research exploring long-term effects, learner differences, and diverse educational contexts.

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Publication Details

Journal
Journal of Marketing Education
Published
2026-05-11
DOI
https://doi.org/10.1177/02734753261443473
Primary Topic
Educational Games and Gamification
Type
article
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article

Game On: A Meta-Analysis of Motivational Factors in Business Education

Osama J. Butt, Omar H. Fares
Journal of Marketing Education
Educational Games and Gamification
article

Game On: A Meta-Analysis of Motivational Factors in Business Education

Osama J. Butt, Omar H. Fares
article en

Abstract

Despite widespread adoption of gamification in business education, empirical evidence on its effectiveness remains fragmented and inconsistent. This meta-analysis synthesizes evidence from 27 empirical investigations to identify which factors most significantly influence intention to engage with gamified learning systems and how these factors translate into learning outcomes. The findings show that student satisfaction and perceived usefulness are the most consistent drivers of behavioral intention toward gamified learning systems. Enjoyment, ease of use, social influences, and general attitudes toward gamified experiences also play significant roles. Importantly, gamification also supports learning outcomes through mechanisms such as engagement, sustained focus, and positive learner disposition. These insights challenge simplistic applications of gamification and instead position it as a conditionally effective tool that requires thoughtful instructional design. For business educators, the findings offer practical guidance on when and how gamified systems are most likely to improve both motivation and academic performance. This study contributes to the ongoing development of evidence-based teaching in business education and lays a foundation for future research exploring long-term effects, learner differences, and diverse educational contexts.

Journal of Marketing Education
University of New Brunswick (CA), Wilfrid Laurier University (CA)
Quality Education
Openalex Percentile: Top 3%
Educational Games and Gamification
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Game On: A Meta-Analysis of Motivational Factors in Business Education — Osama J. Butt, Omar H. Fares · Journal of Marketing Education (2026) | TGRS Research Map | TGRS