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Emotions, Engagement and Motivation: A Delicate Dance in a Virtual Learning Environment
Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation.ORCID iD: 0000-0002-2514-2297
Mälardalen University, School of Business, Society and Engineering, Industrial Economics and Organisation. (Marknadsföring och strategi/Marketing and strategy)ORCID iD: 0000-0002-7869-0596
Mälardalen University, School of Business, Society and Engineering, Industrial Economics and Organisation.ORCID iD: 0000-0001-7976-8204
2025 (English)In: Journal of International Business Education, ISSN 1649-4946, E-ISSN 2044-4575, Vol. 20, p. 35-68Article in journal (Refereed) Published
Abstract [en]

Emotions play a pivotal role in shaping learners’ engagement and motivation. Yet, little is known about how emotional fluctuations unfold within virtual gamified learning environments, despite their growing importance in higher education. This study investigates how a bundle of game design elements in a virtual learning exercise evoke learners’ emotional responses, and how these emotions, in turn, affect learners’ engagement and motivation throughout gameplay. Using a mixed-method research design, we examined the emotional experiences of 71 university students participating in the virtual version of the Strategic Business Game (VSBG). Qualitative analysis revealed that game elements such as time pressure, information asymmetry, and social interaction evoked both positive and negative emotions, often simultaneously. Quantitative results showed that negative emotions significantly decreased both engagement and motivation, while positive emotions enhanced motivation. Interestingly, engagement appeared more sensitive to negative emotional experiences, whereas motivation was shaped by both positive and negative emotions. These findings highlight the importance of emotional calibration in the design of gamified virtual learning environments. Understanding how emotions shape learning can inform more effective pedagogical strategies that sustain engagement and motivation over time.

Place, publisher, year, edition, pages
NeilsonJournals Publishing , 2025. Vol. 20, p. 35-68
Keywords [en]
virtual learning environment, gamification, emotions, Strategic Business Game (SBG), engagement and motivation
National Category
Business Administration Educational Sciences
Research subject
Business Administration
Identifiers
URN: urn:nbn:se:mdh:diva-74569Scopus ID: 2-s2.0-105035879844OAI: oai:DiVA.org:mdh-74569DiVA, id: diva2:2016675
Note

This shortened version of the article is for promotional purposes on publicly accessible databases.Readers who wish to obtain the full text version of the article can order it via the url:

https://www.neilsonjournals.com/JIBE/abstractjibe20sundetal.html

Any enquiries, please contact the Publishing Editor, Peter Neilson pneilson@neilsonjournals.com© NeilsonJournals Publishing 2025.

Available from: 2025-11-26 Created: 2025-11-26 Last updated: 2026-06-12Bibliographically approved

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Sundström Kärneus, AngelinaMemar, NoushanLarsson, Toon

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