Exploring the Role of Sound Design in Serious Games: Impact on User
Experience and Learning Outcomes
Zijing Cao
a
, Ant
´
onio S
´
a Pinto
b
and Gilberto Bernardes
c
INESC TEC, University of Porto, Faculty of Engineering, Porto, Portugal
Keywords:
Serious Games, Sound Design, User Experience, Learning Outcomes.
Abstract:
Sound design plays an important role in serious games, influencing user experience and learning outcomes.
However, deriving general principles and best practices remains challenging, as most literature relies on case-
based studies in different application domains. Through a systematic review of the literature, 21 studies were
analyzed to address two key questions: 1) what types of serious games and application domains incorporate
sound design? and 2) what sound design strategies are implemented to enhance user experience and learning
outcomes? The findings show that serious games have mainly focused on education, healthcare, and training,
using sound to enhance motivation (50%), cognition (32%), and knowledge acquisition (18%). Furthermore,
sound design strategies fulfill distinct roles: sound effects enhance feedback and engagement, background
music influences motivation and cognitive processing, ambient sounds support navigation and emotional reg-
ulation, and dialogue facilitates knowledge acquisition. The findings highlight the need for further research to
establish standardized sound design principles to optimize user experience and learning outcomes in serious
games.
1 INTRODUCTION
Serious games are a category of video games devel-
oped for purposes beyond entertainment, including
training, advertising, simulation, and education (Susi
et al., 2007). They enable the creation of virtual envi-
ronments that would be impractical due to time, cost,
and safety constraints. These virtual spaces enable
innovative exploration and learning experiences that
transcend the physical world’s limitations (Kaczmar-
czyk et al., 2016). For example, a serious game de-
signed for firefighting training can effectively teach
procedural skills by simulating dangerous scenarios
that would be too risky or unethical to replicate in real
life (Mystakidis et al., 2022).
Sound design has become a significant research
topic in game design. Research shows that sound de-
sign in serious games significantly enhances user ex-
perience and learning outcomes. In particular, sound
design can improve learning engagement and mo-
tivation (Kao et al., 2021; Yang et al., 2019; Ku
et al., 2016; Barbosa and Nunes, 2015; Byun and Loh,
a
https://orcid.org/0009-0000-0214-4436
b
https://orcid.org/0000-0003-1629-8385
c
https://orcid.org/0000-0003-3884-2687
2015; Ke, 2008), provides critical support for visually
impaired users (Radecki et al., 2020; Connors et al.,
2014; Ferreira and Cavaco, 2014), improves learning
performance (Ku et al., 2016; Schuurink et al., 2008),
and reduces anxiety while improving auditory toler-
ance for people with autism spectrum disorder (ASD)
(Johnston et al., 2022, 2020).
Despite evidence supporting the importance of
sound design in serious games, guidelines for best
practices and effective design strategies remain
scarce. This study systematically reviews the litera-
ture on sound design impacts in serious games
1
, ad-
dressing two main research questions:
RQ1: What types of serious games and their appli-
cation domains have been proposed to explore the
impact of sound design?
1
A systematic literature review methodology was cho-
sen to provide a rigorous and transparent synthesis of exist-
ing studies, identifying patterns and gaps in sound design
strategies with strong empirical evidence. Although this
methodology offers a comprehensive view of academic re-
search, it cannot capture industry practices that often remain
unpublished due to commercial confidentiality. Therefore,
while our review presents evidence-based findings, it may
not fully represent the state-of-the-art in industrial applica-
tions.
692
Cao, Z., Pinto, A. S. and Bernardes, G.
Exploring the Role of Sound Design in Serious Games: Impact on User Experience and Learning Outcomes.
DOI: 10.5220/0013504400003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 692-700
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
RQ2: What sound design strategies have been imple-
mented in serious games targeting impact on user
experience and learning outcomes?
The remainder of the paper is structured as fol-
lows. Section 2 outlines the methods used to review
the literature on the impacts and outcomes of sound
design in serious games. Section 3 presents the re-
sults of the review. Finally, Section 4 summarizes the
findings of this work and provides directions for fu-
ture research.
2 METHODOLOGY
The methodology comprises data collection and tax-
onomic mapping. Data collection involved searching
scientific databases using predefined terms and selec-
tion criteria aligned with our research questions. The
search was conducted on January 28, 2025. In the tax-
onomic mapping and categorization section, the se-
lected studies were analyzed and classified into seri-
ous games, sound design, and the impact of their in-
tersection. Figure 1 shows a graphical summary of
the literature review process.
2.1 Data Collection
2.1.1 Databases Searched
The primary databases selected for this study, Web of
Science and Scopus, cover our two key research do-
mains: serious games and the impact of sound de-
sign. The interdisciplinary nature of the topic re-
quired databases with comprehensive coverage in ed-
ucation, information technology, medicine, psychol-
ogy, and social sciences. Their indexing capabili-
ties thoroughly cover relevant literature while provid-
ing manageable search results. Additional databases,
Figure 1: Flowchart depicting the systematic literature re-
view procedure.
including the Association for Computing Machinery
(ACM), Ingentaconnect, the Institute of Electrical and
Electronics Engineers (IEEE), Springer Nature, Sci-
enceDirect, Wiley, and the Multidisciplinary Digital
Publishing Institute (MDPI), were accessed through
the Web of Science and Scopus indexing.
2.1.2 Search Terms
The search string included keywords from the two
key domains of the study: 1) sound, music, and
audio, and 2) serious games and game-based learn-
ing. The query ((serious game OR games-based
learning) AND (sound OR audio OR music))
was applied to titles, abstracts, and keywords in
both databases. Web of Science searched within
title, abstract, and keywords (including keyword
plus and author keywords), while Scopus searched
title, abstract, and keywords. This approach ensured
consistent coverage of literature at the intersection of
sound design and serious games.
2.1.3 Paper Selection Criteria
The initial search retrieved 912 papers in Scopus, cov-
ering the period from 1969 to 2025, and 547 papers in
Web of Science, from 1992 to 2025. The results were
refined to include only articles presenting empirical
evidence through user studies on sound design’s im-
pact on user experience and learning outcomes. Fol-
lowing a manual selection process, 22 papers were
deemed relevant and included in the review, with 18
appearing in both Web of Science and Scopus. The
final set comprised 11 conference papers (50%) and
11 journal articles (50%) published between 2008 and
2024.
2.2 Taxonomic Mapping and
Categorization
We used a structured data extraction scheme to cat-
egorize game mechanics, context, and sound design
strategies. Tables 1, 2, 3 present the resulting clas-
sifications based on three taxonomies: serious games,
sound design, and their impact on user experience and
learning outcomes.
2.2.1 Categorization of Serious Games
We adopted the classification framework proposed
by Laamarti et al. (2014) to characterize serious
games based on five main dimensions.
Application Area: encompasses the different ap-
plication domains relevant to serious games, such
Exploring the Role of Sound Design in Serious Games: Impact on User Experience and Learning Outcomes
693
as education, well-being, training, advertisement,
interpersonal communication, healthcare, etc.
Activity: refers to the function carried out by
the player in response to and/or as input to the
game—for example, physical exertion, physiolog-
ical, and mental.
Modality: the channel by which information is
communicated from the computer to the human(s)
participating in the game-for example, visual, au-
ditory, haptic, or others.
Interaction Style: Describes input methods rang-
ing from traditional interfaces (keyboard, mouse,
joystick) to advanced interaction systems (move-
ment tracking, tangible interfaces, brain-computer
interfaces, eye tracking).
Environment: Defines the game’s digital
space characteristics, including dimensionality
(2D/3D), reality type (virtual/mixed), location
awareness, mobility features, and online capabili-
ties.
2.2.2 Categorization of Sound Design
Our sound design categorization follows game
sound classifications established by Brandon (2004)
and Collins (2008):
Sound Effects. These are audio cues triggered by
players’ interactions with game elements, serving
multiple purposes such as providing feedback, is-
suing alerts, or reinforcing the narrative.
Ambient Sound. Background audio that repre-
sents the surrounding environment, enhancing the
sense of place and immersion through environ-
mental cues such as rainfall, distant traffic, or ur-
ban sounds.
Dialogue. Voice-based interactions between char-
acters, including narrative exchanges and interac-
tive conversations.
Music. Music refers to the structured arrange-
ment of sounds, combining elements like form,
harmony, melody, and rhythm—for example,
background music or a theme song that hints at
the game’s style.
2.2.3 Categorization of Impact of Games
The impact categories follow Connolly et al. (2012)
framework for serious games, encompassing both be-
havioral and learning outcomes.
Knowledge Acquisition and Content Under-
standing Acquisition and comprehension of
domain-specific information and concepts within
serious games.
Perceptual and Cognitive Skills. Develop-
ment of sensory processing and cognitive abilities
through gaming interactions, including attention,
memory, and problem-solving capabilities.
Motor Skills: Fine and gross motor coordination
development through serious game interactions.
Physiological Outcomes. Measurable changes in
physiological responses during gameplay, includ-
ing heart rate, stress levels, and neurological ac-
tivity.
Affective and Motivational Outcomes. Changes
in emotional engagement and motivational factors
during serious game interactions, including par-
ticipation, enjoyment, and persistence.
Behavior Change. Observable modifications in
user behaviors and habits resulting from serious
game engagement.
Soft Skills. Enhance interpersonal and intraper-
sonal competencies through game-based learning,
including communication, leadership, and adapt-
ability.
Social Outcomes. Development of collaborative
abilities and community engagement within and
beyond the serious game environment.
We also examined the evaluation methods used
in the reviewed studies, categorizing them as quan-
titative or qualitative based on data collection and
analysis techniques. User experience refers to par-
ticipants’ perceptions, emotions, and overall satisfac-
tion when interacting with the game, typically mea-
sured through questionnaires, engagement metrics, or
observational methods. Learning outcomes denote
measurable gains in knowledge, skills, or behavioral
changes resulting from gameplay, assessed through
tests, task performance metrics, or skill evaluations.
This distinction informed our analysis of how sound
design affects both dimensions in serious games.
3 RESULTS
This section presents the results of our review, cate-
gorizing 22 serious games based on the taxonomy of
Laamarti et al. (2014). Subsequently, we examine the
role of sound design in serious games, analyzing how
different sound elements impact user experience and
learning outcomes.
CSME 2025 - 6th International Special Session on Computer Supported Music Education
694
3.1 Serious Games
3.1.1 Game Application Area
Tables 1 and 2 present the classification of 22 serious
games according to the taxonomy proposed by Laa-
marti et al. (2014).
These games span multiple disciplines, including
education (9), healthcare (6), training (5), and well-
being (2). Games in educational target diverse sub-
jects, such as mathematics (Ke, 2008; Radecki et al.,
2020; Ku et al., 2016; Yang et al., 2019), cyber-
security (Cao et al., 2023), language learning (Ver-
wimp et al., 2023), programming (Kao et al., 2021),
and software engineering (Alseid and Rigas, 2011).
Games in healthcare are designed for various appli-
cations, including tinnitus treatment (Schickler et al.,
2016), auditory attention diagnosis and training (Bar-
bosa and Nunes, 2015), anxiety reduction and toler-
ance improvement (Johnston et al., 2022), short-term
auditory and visual memory examination (Wers
´
enyi
and Csap
´
o, 2024), and reducing auditory hypersensi-
tivity in individuals with ASD (Zakari et al., 2017;
Johnston et al., 2020). Games in training are uti-
lized in contexts such as medical training (Rojas et al.,
2015), Levee Patroller training (Schuurink et al.,
2008), and environmental positioning (Byun and Loh,
2015; Boukhris and Menelas, 2017; Connors et al.,
2014). Games in well-being emphasize motor reha-
bilitation (Wongutai et al., 2021) and facilitating nav-
igation for visually impaired individuals (Marshall
et al., 2015).
Figure 2 illustrates the distribution of publications
across four disciplines: education, healthcare, train-
ing, and well-being. Most papers (77.3%) were pub-
lished in the past decade. The game with educational
goals has attracted the most attention except for 2015
to 2019 from researchers during different periods. Re-
search on serious games for training increased from
2005 to 2019 but saw no publications in the past five
years. People started to invest in healthcare in 2015,
and an increasing trend occurred. Only two publica-
tions investigated the game for well-being during the
last 20 years.
3.1.2 Environment
Tables 1 and 2 show that among the 22 serious games
reviewed, the majority (90.9%) were implemented for
PC or laptop, making it the most popular platform.
In comparison, only 2 games (9.1%) were designed
for mobile devices. Most games focused on mental
activity, with only 1 game (4.5%) requiring physical
exertion. Interaction styles varied across the games:
10 games (45.5%) used a keyboard and mouse, 4
Figure 2: Distribution of publications focusing on four ap-
plication area categories: Education, Training, Healthcare,
and Well-being.
(18.2%) employed touchscreen interaction, 3 (13.6%)
relied solely on a mouse, 2 (9.1%) combined move-
ment tracking with touchscreen interaction, and one
game each (4.5%) used movement tracking, simple
keyboard keystrokes, or a keyboard exclusively.
In terms of game environments, all the games
were virtual (100%), with 12 games (54.5%) de-
signed as 3D and 10 games (45.5%) as 2D. Six games
(27.3%) incorporated location awareness. Regarding
sensory modalities, 20 games (90.9%) involved both
auditory and visual elements, while 2 games (9.1%)
focused exclusively on auditory input. Additionally,
only 2 games (9.1%) were designed for online play.
3.2 Sound Design in Games
Table 3 presents serious games with sound design ad-
dressing different learning and behavioral outcomes
and impacts. The most frequently reported outcomes
were affective and motivational (11) and perceptual
and cognitive skills (7), followed by knowledge ac-
quisition and content understanding (4).
The following sound types influence emotion and
motivation: sound effects, music, dialogue, and am-
bient sounds. Sound effects enhance participant en-
gagement by providing auditory feedback (Ke, 2008;
Barbosa and Nunes, 2015; Ku et al., 2016), while the
dialogue, in the form of voiceover and self-similar
sounds, contributes to this engagement as well (Byun
and Loh, 2015; Kao et al., 2021). In addition, spa-
tialized sound has a positive effect on improving au-
ditory attention (Barbosa and Nunes, 2015; Johnston
et al., 2022). Ambient sounds have been shown to im-
prove navigation efficiency (Schuurink et al., 2008)
and reduce anxiety (Johnston et al., 2020, 2022). Mu-
sic has been shown to improve learning motivation,
engagement, immersion, and task performance in the
context of a VR shooting exergame (Schuurink et al.,
2008). Yang et al. (2019) and Ku et al. (2016) investi-
gated the influence of background music on gamified
Exploring the Role of Sound Design in Serious Games: Impact on User Experience and Learning Outcomes
695
Table 1: Categories of Serious Games - Application and Interaction.
Author and year Application
Area
Activity Modality Interaction Style
Wers
´
enyi and Csap
´
o (2024)
Healthcare Mental Auditory, Visual Mouse
Verwimp et al. (2023)
Education Mental Auditory, Visual Touchscreen
Cao et al. (2023)
Education Mental Auditory, Visual Keyboard, Mouse
Johnston et al. (2020, 2022)
Healthcare Mental Auditory, Visual
Motion tracking, Touchscreen
Kao et al. (2021)
Education Mental Auditory, Visual Keyboard and Mouse
Wongutai et al. (2021)
Well-being PE Auditory, Visual Motion tracking
Radecki et al. (2020)
Education Mental Auditory Touchscreen
Yang et al. (2019)
Education Mental Auditory, Visual Keyboard and Mouse
Boukhris and Menelas (2017)
Training Mental Auditory, Visual Mouse
Zakari et al. (2017) Healthcare Mental Auditory, Visual Touchscreen
Schickler et al. (2016) Healthcare Mental Auditory, Visual Touchscreen
Ku et al. (2016) Education Mental Auditory, Visual Keyboard and Mouse
Byun and Loh (2015)
Training Mental Auditory, Visual Keyboard and Mouse
Rojas et al. (2015)
Training Mental Auditory, Visual Keyboard and Mouse
Barbosa and Nunes (2015)
Healthcare Mental Auditory, Visual Keyboard and Mouse
Marshall et al. (2015)
Well-being Mental Auditory, Visual Keyboard
Ferreira and Cavaco (2014)
Education Mental Auditory, Visual Keyboard and Mouse
Connors et al. (2014)
Training Mental Auditory Keyboard
Alseid and Rigas (2011) Education Mental Auditory, Visual Keyboard and Mouse
Schuurink et al. (2008)
Training Mental Auditory, Visual Keyboard and Mouse
Ke (2008)
Education Mental Auditory, Visual Mouse
Activity: PE = Physical exertion.
Table 2: Categories of Serious Games - Environment.
Author and year
Environment
Mobile Participant 2D/3D LA Online R/V/M
Wers
´
enyi and Csap
´
o (2024)
No University Students 2D No No Virtual
Verwimp et al. (2023)
No Kindergarten Children 2D No No Virtual
Cao et al. (2023)
No Adults 2D No No Virtual
Johnston et al. (2020, 2022)
No ASD adolescents 3D Yes No Virtual
Kao et al. (2021)
No Adults 2D No Yes Virtual
Wongutai et al. (2021)
No Adults 3D No No Virtual
Radecki et al. (2020)
No Blind Children 2D Yes No Virtual
Yang et al. (2019)
No Uni/highschool students 2D No No Virtual
Boukhris and Menelas (2017)
No University Students 3D Yes No Virtual
Zakari et al. (2017)
Yes ASD children 2D No No Virtual
Schickler et al. (2016)
Yes Tinnitus/healthy 3D Yes No Virtual
Ku et al. (2016)
No University Students 2D No No Virtual
Byun and Loh (2015)
No University Students 3D No No Virtual
Rojas et al. (2015)
No University Students 3D No No Virtual
Barbosa and Nunes (2015)
No Adults 3D No No Virtual
Marshall et al. (2015)
No University Students 3D No No Virtual
Ferreira and Cavaco (2014)
No Visually impaired students 3D Yes No Virtual
Connors et al. (2014)
No Blind Adolescents 3D Yes No Virtual
Alseid and Rigas (2011)
No University Students 2D No No Virtual
Schuurink et al. (2008)
No Adults 3D No No Virtual
Ke (2008)
No Elementary Students 2D No Yes Virtual
Participant: ASD = Autism spectrum disorder.
CSME 2025 - 6th International Special Session on Computer Supported Music Education
696
learning, indicating that Serialists
2
are generally un-
affected by background music, whereas Holists
3
may
benefit from mismatched background music in cer-
tain contexts. Ku et al. (2016) further suggested that
Holists might not consistently prefer listening to mu-
sic, as they frequently toggled it on and off during
tasks.
Sound categories that affect perceptual and cogni-
tive skills include sound effects, music, and ambient
sounds. Sound effects have a positive effect on par-
ticipants‘ cognitive performance. For example, famil-
iar, recognizable sounds can enhance memory reten-
tion and accuracy (Wers
´
enyi and Csap
´
o, 2024), and
sound notification can improve attention (Cao et al.,
2023). Spatialized sound effects have a positive effect
on perceived location, for example, training tinnitus
patients to focus on target sounds and thereby sup-
press irrelevant background sounds (Schickler et al.,
2016), participants identifying the correct direction of
sounds (Boukhris and Menelas, 2017), and training
blind teenagers in navigation and spatial perception
skills (Connors et al., 2014). Ambient sounds such as
white noise have had some negative effects, reducing
the perception of visual reality by participants (Rojas
et al., 2015) and increasing the time taken to com-
plete tasks and reducing the precision of positioning
(Schickler et al., 2016).
Sound categories that affect knowledge acquisi-
tion and understanding include sound effects, dia-
logue, and ambient sounds. The dialogue sounds
in KlankKr8 have been shown to positively impact
learning by reinforcing the association between letters
and speech sounds, thereby improving engagement
and enhancing performance in letter-speech sound
tasks (Verwimp et al., 2023). In the study by Fer-
reira and Cavaco (2014), conversations were utilized
as content in the voice recording game function, en-
compassing math problems, answers, and feedback.
These recordings help students comprehend the con-
tent without relying on visual elements. Addition-
ally, in the study by Radecki et al. (2020), sound ef-
fects include synthetic sounds across various dimen-
sions, such as frequency (pitch), tone (timbre), and
volume dynamics. These sound effects mimic fea-
tures like color, distance, and geometric edges, en-
abling visually impaired children to understand im-
ages and shapes through auditory perception.
Figure 3 shows the distribution of the number of
2
Serialists are learners who process information in a
structured, step-by-step manner, focusing on details first
and building knowledge sequentially.
3
Holists prefer to process information by understanding
the big picture first, making connections between concepts
before focusing on individual details.
Figure 3: Distribution of publications focusing on four
sound categories: Sound effect, Ambient sound, Dialogue,
and Music.
publications investigated in the four sound design cat-
egories mentioned above. It appears that most papers
(80%) have been published during the past ten years.
The sound effect has always attracted the most atten-
tion from researchers during different periods. Re-
search on ambient sound in games has shown an in-
creasing trend from 2005 to 2025. Fewer studies in-
vestigate the role of dialogue and music in serious
games, likely because their implementation and eval-
uation are more complex than other sound elements.
3.3 Evaluation Method
Table 3 presents the methods used in the reviewed
studies. Of the 22 papers, 10 focused on learning
outcomes, 11 focused on user experience, and 1 ad-
dressed both. The majority, 17 studies (77%), re-
ported quantitative data, while 5 studies (23%) incor-
porated both quantitative and qualitative data.
In assessing user experience, most studies em-
ployed quantitative methods: 7 (32%) used question-
naires (including 1 qualitative questionnaire), 3 (14%)
utilized task performance metrics, 2 (9%) included
subjective ratings or rankings, 2 (9%) measured in-
game interaction times, and 1 (5%) employed elec-
tromyography (EMG).
For learning outcomes, 5 (23%) studies conducted
pre-/post-tests, 5 (23%) used task performance met-
rics, 3 (14%) employed questionnaires, and 2 (9%)
measured in-game interaction times. Regarding qual-
itative research, 2 (9%) studies collected user feed-
back, while 1 (5%) used interviews and behavioral
observations.
The one study that assessed both user experience
and learning outcomes incorporated task performance
metrics, in-game interaction times, and qualitative
user feedback.
Exploring the Role of Sound Design in Serious Games: Impact on User Experience and Learning Outcomes
697
Table 3: Classification of Sound Design and Evaluation Method.
Author and year Sound Type Behavioral and Learning Outcomes Method Impact
Wers
´
enyi and Csap
´
o (2024)
SE Perceptual, cognitive skills Quantitative Learning outcomes
Cao et al. (2023) SE, Am
Perceptual, cognitive skills Quantitative User experience
Boukhris and Menelas (2017)
SE Perceptual, cognitive skills Quantitative Learning outcomes
Schickler et al. (2016) SE, Am
Perceptual, cognitive skills Quantitative User experience
Marshall et al. (2015) SE, Am
Perceptual, cognitive skills Quantitative User experience
Rojas et al. (2015) SE, Am, Mu
Perceptual, cognitive skills Quantitative User experience
Connors et al. (2014)
SE Perceptual, cognitive skills Quantitative Learning outcomes
Verwimp et al. (2023) SE, Di
Knowledge acquisition, understanding Quantitative Learning outcomes
Radecki et al. (2020) SE, Am
Knowledge acquisition, understanding
Both
Learning outcomes
Ferreira and Cavaco (2014)
SE Knowledge acquisition, understanding
Both
Learning outcomes
Alseid and Rigas (2011)
SE Knowledge acquisition, understanding Quantitative User experience
Johnston et al. (2020, 2022) SE, Am
Affective, motivational outcomes Quantitative User experience
Wongutai et al. (2021) SE, Mu
Affective, motivational outcomes Quantitative User experience
Kao et al. (2021)
Di Affective, motivational outcomes Quantitative Learning outcomes
Yang et al. (2019)
Mu Affective, motivational outcomes Quantitative Learning outcomes
Zakari et al. (2017)
SE Affective, motivational outcomes Quantitative User experience
Ku et al. (2016)
Mu Affective, motivational outcomes Quantitative Learning outcomes
Barbosa and Nunes (2015) SE, Am
Affective, motivational outcomes
Both Both
Byun and Loh (2015) SE, Di, Mu
Affective, motivational outcomes Quantitative User experience
Schuurink et al. (2008)
Am Affective, motivational outcomes
Both
User Experience
Ke (2008)
SE Affective, motivational outcomes
Both
Learning outcomes
Sound Type: SE = Sound Effect, Am = Ambient Sound, Mu = Music, Di = Dialogue. Method: Both = Qualitative and
Quantitative. Impact: Both = Learning Outcomes and User Experience.
4 DISCUSSION, LIMITATIONS,
AND FUTURE RESEARCH
Our findings indicate a growing interest in sound de-
sign within the context of serious games, particularly
concerning its usability and impact, with a notable
increase in research since 2015. However, research
on sound design has lagged behind the significant ad-
vancements in the field of serious games. Given the
limited evidence, we discuss our results and highlight
key research gaps in the following subsections to pro-
vide guidance for future research in this domain.
4.1 Discussion
In addressing RQ1 (What types of serious games and
their application domains have been proposed to ex-
plore the impact of sound design?), the study confirms
that sound design is primarily adopted in education,
healthcare, and training. However, other potential do-
mains, such as advertising and interpersonal commu-
nication, remain underexplored. Despite the poten-
tial benefits of mobile gaming, PC-based implemen-
tations dominate serious game development (90.9%),
suggesting that accessibility and portability remain
underutilized. With their touch controls and sensor-
based feedback, mobile platforms offer opportunities
for adaptive sound design. Although some applica-
tions exist for rehabilitation and language learning, a
broader exploration of sound-driven mobile games is
needed. Most serious games emphasize cognitive en-
gagement, with minimal focus on physical exertion.
However, movement-based learning could benefit sig-
nificantly from rhythmic cues, spatialized audio, and
real-time sonification to enhance motor coordination
and immersion.
Addressing RQ2 (What sound design strategies
have been implemented in serious games targeting
impact on user experience and learning outcomes?),
our findings indicate that sound effects, dialogue, mu-
sic, and ambient sounds contribute to engagement,
cognitive performance, and emotional responses, but
their implementation varies significantly. While
studies highlight the benefits of feedback sounds,
voiceovers, and spatialized audio, further research is
needed to understand their interaction with learning
processes and user characteristics.
While background music can influence user en-
gagement, findings regarding its effects on different
cognitive styles remain inconsistent. Few studies ex-
amine how auditory elements contribute to cognitive
load or how personalized sound environments could
CSME 2025 - 6th International Special Session on Computer Supported Music Education
698
optimize learning. Rather than serving as passive
background accompaniment, music can enhance mo-
tivation, emotional regulation, and cognitive process-
ing by reinforcing narrative elements and guiding user
interactions. Future research should explore context-
aware adaptive music that dynamically adjusts based
on player actions or learning progress. Additionally,
synchronized sound cues and rhythm-based feedback
may improve attention, retention, and immersion.
Most research focuses on short-term effects, such
as engagement and immediate cognitive improve-
ments, with little investigation into long-term im-
pacts, such as learning retention, behavioral change,
and sustained motivation. One barrier to longitu-
dinal studies is maintaining participant engagement
over extended periods due to resource constraints and
scheduling conflicts. Standardized evaluation frame-
works could mitigate inconsistencies and facilitate ro-
bust comparisons across studies.
4.2 Limitations and Future Research
The scope of our review was restricted to litera-
ture available in scientific repositories, which may
not fully capture the ongoing development of serious
games within the industry. Many serious game plat-
forms have been created and explored without corre-
sponding scientific publications, such as Scratch
4
,
Alice
5
, and Kahoot!.
6
Additionally, commercial
companies have made significant contributions to se-
rious gaming, with tools like Minecraft
7
, Kodu Game
Lab
8
, and platforms like Celestory
9
and Serious Fac-
tory
10
. Given the importance of sound design in
these developments, unpublished industry advance-
ments may offer valuable insights.
Future research should investigate a wider range
of serious games, covering academic and commercial
implementations, to improve understanding of sound
design’s role in learning. Longitudinal studies are
particularly needed to investigate the sustained im-
pact of auditory elements on motivation, knowledge
4
Scratch: https://scratch.mit.edu/, developed by the
Massachusetts Institute of Technology (MIT).
5
Alice: https://https://www.alice.org/, Carnegie Mellon
University (CMU).
6
Kahoot!: https://www.kahoot.com, developed by
Morten Versvik with the Norwegian University of Science
and Technology (NTNU).
7
Minecraft: https://education.minecraft.net/, developed
by Microsoft.
8
Kodu: https://www.kodugamelab.com/, developed by
Microsoft.
9
Celestory: https://www.celestory.io/learning.
10
Serious Factory: https://seriousfactory.com/en/elearning-
solutions/serious-games
retention, and cognitive skill development over ex-
tended periods. Additionally, standardized evalua-
tion frameworks could help mitigate inconsistencies
across studies, facilitating more robust comparisons
and deeper insights into how different sound design
strategies influence user engagement and learning ef-
fectiveness.
ACKNOWLEDGEMENT
The first author would like to thank China Schol-
arship Council (CSC)
11
for financial support (Grant
No.202307920001).
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