The Means of an End: Applying the Peak-End Theory to Game-Based Learning Design

Authors

  • Martin Steinicke HTW Berlin, research group Creative Media
  • Aisha Animashaun Acoustics Research Institute, Austrian Academy of Sciences
  • Carsten Busch HTW Berlin, research group Creative Media
  • Alexander Kramer HTW Berlin, research group Creative Media
  • Leah Sommer
  • Martin Roddewig HTW Berlin
  • Matthias Strobel HTW Berlin

DOI:

https://doi.org/10.34190/ecgbl.20.2.5416

Keywords:

games-based learning, serious games, game experience, peak-end theory, Engagement and motivation

Abstract

This study investigates the influence of the Peak-End Theory on motivation and experience in game-based learning (GBL), focusing specifically on the role of the game’s ending. Drawing on Kahneman et al.’s (1993) psychological model, which posits that people evaluate past experiences primarily based on the most intense moment (peak) and the final moment (end), we conducted an A/B test using a game titled Complex Space Adventure, designed to teach complex numbers in STEM education. Two versions were developed: one with a minimal, abrupt ending (control group) and another with a narratively enriched farewell sequence (experimental group). A total of 39 participants completed one version of the game and the Reversed Instructional Materials Motivation Survey (RIMMS) and four subscales of the Game Experience Questionnaire (GEQ). Results revealed statistically significant and medium to large effect sizes in favor of the version with the enhanced ending across all ARCS dimensions (Attention, Relevance, Confidence, Satisfaction) and the used GEQ subscales (Competence, Flow, Positive Affect, Negative Affect). Notably, the ending had no measurable impact on gameplay mechanics or content delivery, suggesting that the observed differences stem from retrospective memory evaluation rather than actual learning or engagement. These findings strongly support the applicability of the Peak-End Theory in serious game design, demonstrating that even a brief, narrative-driven conclusion can significantly shape learners’ perceptions of relevance, confidence, and overall satisfaction. The study underscores the importance of intentional design of game endings, not merely as closure, but as a strategic tool to enhance motivation, foster self-efficacy, and promote future engagement.

Author Biographies

Martin Steinicke, HTW Berlin, research group Creative Media

Martin Steinicke is a senior researcher in the R&D group Creative Media at HTW Berlin. He does research on the application of game concepts (Gamification) and technologies (APITs) as well as digital game-based learning. Martin guides his students on their epic quest to create digital (learning) games and interventions.

Aisha Animashaun, Acoustics Research Institute, Austrian Academy of Sciences

Aisha Jeanette Animashaun is a current interim predoctoral fellow at the Acoustics Research Institute of the Austrian Academy of Sciences. They received their Master’s Degree at the University of Porto’s Faculty of Engineering focusing their research on interactive health and learning technologies.

Carsten Busch, HTW Berlin, research group Creative Media

Dr.-Ing. Carsten Busch is Professor of Media Economics and Media Informatics at HTW Berlin. His research group conducts R&D in the fields of gamification, games, brand- and science communication, and interactive learning cultures. He has been co-speaker of the German national forum on STEM education and president of HTW Berlin.

Alexander Kramer, HTW Berlin, research group Creative Media

Alexander Kramer completed his master’s degree in Media Computing at HTW Berlin. Since then, he has worked on research and infrastructure projects in digital learning, mixed reality, and visual computing. He is currently research coordinator at the Research and Training Center for Culture and Computing at HTW Berlin.

Leah Sommer

Leah Sommer studied International Media and Computing at HTW Berlin, focusing on software development, digital media, and user-centered technologies. During her studies, she gained practical experience in game development and software testing. Her interests include interactive media, game development, and quality assurance.

Martin Roddewig, HTW Berlin

Martin Roddewig is a research assistant at HTW Berlin, where he contributes to international academic cooperation and digital education. First in the DAAD-funded cooperation that established the GIU in Cairo and now in EUonAIR. Prior to this, he worked at Deutsche Welle, gaining experience in media and cross-cultural project management.

Matthias Strobel, HTW Berlin

Dr. Matthias Strobel is a professor at HTW Berlin, where he researches renewable energy technologies, with a focus on photovoltaics, energy conversion, and grid integration. His work spans outdoor performance testing and the long-term stability of solar modules. His strong interest in STEM education led to the creation of the CSA Game.

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Published

2026-09-28