Serious Games, Conceptual Blending, and Creative Learning

Document Type : Original article

Authors

1 Department of Social Communication, Faculty of Social Sciences, University of Tehran, Tehran, Iran.

2 Fractal Artist and Researcher, Hamadan, Iran.

10.22059/jcss.2025.100468

Abstract

Background: Many efforts have been put into using serious games for education over the past two decades. Although there are different definitions for serious games, there is a relative agreement that the education of knowledge or skills through or by means of entertainment is at the heart of every serious game. However, educational capacities of serious games and learning strategies exploited in them require further studies.
Aims: Considering the capacities of Fauconnier and Turner’s Blending theory, this paper aims to show that the learning strategies in serious games can have other dimensions.
Methodology: This paper employs a conceptual and theoretical analysis methodology, drawing on Fauconnier and Turner’s Conceptual Blending Theory to examine the learning strategies embedded in serious games. Additionally, it utilizes a case study approach, analyzing the serious game FLIGBY to illustrate how structural and conceptual blending contribute to creative learning.
Findings: The focus point of the paper as the source of the generation of different kinds of unconscious learning processes will be conceptual blending. In the end, the paper will also introduce the serious game FLIGBY from the perspective of Fauconnier and Turner’s blending theory at both structural and conceptual levels.
Conclusions: By means of blending theory, it will be discussed that the elevation of serious games to a higher level is possible; a level that will not only reduce the tiredness of serious games but also pursue a more innovative learning, happening at two levels of structural and conceptual.

Keywords

Main Subjects


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