Table 1

Characteristics of qualitative studies included.

ReferenceResearch designSampleSample characteristics VariablesInstrumentsGame-fiction (Length)
Arufe-Giráldez (2019)Action-researchNS = 47 Physical Education Teacher EducationSatisfaction, values formation, motivation, cooperative working, gamified experience Open-ended and closed-ended questionnaireFornite PE (~1 hour)
Monguillot-Hernando et al. (2015)Action-researchNS = 99
NT = 2  
Secondary (2nd)Healthy heart rate, motivation, gamified experience Open-ended and closed-ended questionnaire, Systematic monitoring, Focus group (teachers)Play the game (~12 hours)
Pérez-López & Rivera (2017)Narrative-EvaluativeNS = 69 College students from sports sciencesLearning, classroom environment, methodology and assessment, gamified experience FormThe prophecy of the chosen ones (~60 h)
Pérez-López
et al. (2017)
Narrative-EvaluativeNS = 69College students from sports sciencesLearning, classroom environment, methodology and assessment, gamified experience FormThe Threat of the Sedentaris (~60 h)
Pérez-López
et al. (2019)
Narrative-EvaluativeNS = 59 College students from sports sciences
(Nf = 16; Nm = 43)
Feelings, gamified experience Open-ended questionnaireGame of Thrones: the wrath of dragons (~60 h)
Rutberg & Lindqvist (2018)Action-researchNS = 32
NT = 2 
Primary
(Nf = 15; Nm = 17)
School transport active, motivation, learning, gamified experienceFocus group, InterviewActive School Transportation (four weeks)
Rouissi et al. (2020)Action-researchNS = 102 Secondary (3rd– 4th) and Bachelor (1st)
(Nf = 53; Nm = 49)
Satisfaction, (dis)advantages of gamified experience and gender InterviewOrienteering (~2 hours)
NS = Students sample; NT = Teacher sample; Nf = Female sample; Nm = Male sample