
Consider two learning programs with computer game narratives.
First, Crystal Island was developed and revised by James Lester at North Carolina State University, who is a well-known expert in narrative game design. In Crystal Island (Spires, Turner, Rowe, Mott, & Lester, 2010), the player is a visitor to a research team on a remote island whose stay is disrupted by the spread of an unknown disease (shown in Figure 1). The player’s task is to discover the source of the disease through interacting with other characters and using lab microscopes to run tests. The game is intended to help the player learn about how pathogens work within the context of playing the game.
Sounds like a CDC bugs ‘n drugs detective game. Cool.
Second, Cache 17 was developed by Alan Koenig at Arizona State University, using game design principles with a focus on narrative theme (Koenig, 2008). Development required approximately 6 months of programming time, and the game has undergone several cycles of revision based on field testing. In Cache 17, the player views a brief introductory cinematic that lays out the story line about a long-lost painting that may be found in an old bunker system dating back to World War II. The player’s job is to make his or her way through the bunker system to solve the detective story about the whereabouts of the painting, along the way constructing electromechanical devices to help open doors (shown in Figure 2).
Hey, cool teaching idea, huh? Use sophisticated computer games to hook students into learning about pathogens or electromechanical devices. Kids grow up with computer games and get intensively drawn into the narrative meme inherent in the game with characters, plots, movement, success and failure. It’s all about the narrative, baby. The meme. That hooks the kid’s attention and the rest is learning theory. Let’s compare it to something more standard, more doggy, more like Your Father’s Oldsmobile.
The learning environment for the slideshow was a Microsoft PowerPoint presentation containing information that was presented within the game, excluding information about the game’s story line (e.g., the mystery of the disease carrier, who was responsible for the infections, names of the staff). All text and poster images relevant to learning about human diseases were taken directly from the game and presented on static slides. All three quizzes given in the game were also given during slideshow, with each quiz being given after the relevant slideshow information was presented. The slideshow was self-paced and included 28 slides of information.
What a hoot. A PowerPoint presentation! With 28 slides. Bor-Ing! Randomly assign college students to either the compelling narrative of an immersive game or that PPT presentation, then give everyone tests of learning about pathogens (Experiment 1) or electromechanical devices (Experiment 2). Here’s the results from Experiment 1.
Students in the slideshow group scored significantly better than did students in the narrative group on the retention test, t(40) = 4.37, p < .001, d = 1.37, and marginally better on the transfer test, t(40) = 1.84, p = .07, d = 0.57. In terms of self-reported learning measures, students in the narrative group rated their learning experience as significantly more difficult than did students in the slideshow group, t(40) = 2.96, p = .005, d = 0.93. The narrative group also reported more effort in learning than did the slideshow group, although this difference was not statistically significant, t(40) = 1.56, p = .127, d = 0.49. These results offer no support for the claim of the discovery hypothesis that narrative computer games are superior or easier venues for academic learning than conventional instructional media.
What? The PPT participants did better than the computer game narrative? Here’s the graph to help with the numbers from the analysis.

Now recall those d effect sizes. The retention test, the most basic measure of learning information from the game or PPT is 1.37. A d of 0.80 is a Large Windowpane, a 25/75, so a d of 1.37 is a Stupendous difference. All that crapola about narrative and immersion and involvement is just that: crapola.
Experiment 2 replicates the basic finding of PPT superiority over the narrative game and looks at various process differences, too. Most interestingly, the narrative game technique took a much longer time to complete compared to the PPT presentation, yet the PPT group scored better on basic learning measures.
I regret to report that the researchers did not collect (or at least did not report) any measures of attitude or affect towards the presentations or the learning experience. I suspect that people more strongly liked the narrative game with all that immersion, involvement, and, let’s not forget, all that meme compared to the PPT. Maybe not. For many people learning is always a pig even if the pig is wearing lipstick.
What’s this got to do with Persuasion?
1. There’s a difference between Learning and Persuasion. Stories (or narratives or memes or Flavor) are strong persuasion tools, especially on the Peripheral Route as a Cue. Simply because you have something that is compelling, attractive, and involving to the Other Guy does not mean They will then Learn from it. They may Like it, but Liking isn’t Learning.
2. Persuasion is useful for leading the horse to water, but you need to use Learning Theory, not Persuasion Theory, to get the horses to drink. If students do not receive well structured information with repetition and feedback, learning will not occur. Anything that interferes with basic learning processes – like narrative or meme or Flavor – will reduce learning. And that’s what narrative or meme or Flavor is in the learning environment, interference. Now, generalize the Learning here past the traditional Learning context, the classroom with students. All kinds of organizations require Learning. You don’t need Teachers and Students in this role playing drama. Anytime you’ve got Information Acquisition as a goal, you’re doing Learning Theory.
3. Smart people are stupid about computers. Some view them as the New New Thing whether for political revolution, social relationships, or, here, for learning. Sure, computers are powerful devices, but you need to understand how they fit in the Local, the box and play, you are running on Other Guys. For example, Facebook permits all kind of interactivity among groups of people, but using a Facebook computer interface for teaching about pathogens, electromagnetic devices, or the five steps of the Monroe Motivated Sequence for Persuasive Speaking would kill learning because all that interactivity between learners is not fundamental to learning.
4. These games would be fabulous Persuasion Plays on Parent’s Night at a school. Put them up on free running laptops and let parents play with them and get all gassed up in a group. Hubba-hubba. Then hand out a sign up sheet for volunteers.
It was a dark and stormy night as I fumbled over the floor searching for that pathogen . . .
Adams, D. M., Mayer, R. E., MacNamara, A., Koenig, A., & Wainess, R. (2012). Narrative games for learning: Testing the discovery and narrative hypotheses. Journal of Educational Psychology, 104(1), 235-249.
doi:10.1037/a0025595