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Quiz Traveller: A Crowdsourced Educational Game on Chat-Based Interactive Live-Streaming Platforms

Lookup NU author(s): Yunfei Wang, Dr Lei ShiORCiD, Xin Shu, Marci Ma, Dr Ahmed KharrufaORCiD

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This work is licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0).


Abstract

Live-streaming platforms have become an important medium for online learning, especially amid growing demand for interactive remote education. However, conventional text-based interactions on these platforms often perpetuate learner passivity and limit collaborative agency, hindering sustained engagement and knowl- edge retention. To address this gap, we present Quiz Traveller, an audience-participation game (APG) for world history learning that employs multi-player single-character control (MSCC), a crowd- sourced interaction mechanism popularised by Twitch Plays Poké- mon, as its core interaction paradigm. The game enables learners to collectively steer gameplay (e.g., navigating quizzes, solving his- torical challenges) via real-time chat commands, implementing two control modes: Anarchy (sequential command execution) and Democracy (voting-based aggregation). We evaluated this game through a single-group study (𝑁= 25) using parallel-form pre- and post-tests (i.e., to measure short-term knowledge retention) and the Game Experience Questionnaire (GEQ) (i.e., to assess subjec- tive engagement and experience). Results from the single-group pre-test and post-test evaluation reveal substantial improvement in short-term knowledge retention (i.e., enhanced quiz performance). GEQ responses indicate moderately positive ratings for competence, performance, and positive affect, alongside lower scores for flow and immersion, and minimal negative affect. Our work demonstrates that Quiz Traveller, an educational game employing MSCC mechanics, achieves substantial learning gains whilst maintaining positive player experience, providing proof of concept that MSCC-based games warrant further investigation in educational live-streaming. This study offers a scalable, chat-native initial design instantiation of MSCC for educational contexts for educators and platform designers, providing a concrete foundation for future mechanism-focused research whilst offering practical im- plications for game-based learning in remote and hybrid education settings.


Publication metadata

Author(s): Wang Y, Shi L, Shu X, Ma M, Oliveira W, Kharrufa A

Publication type: Conference Proceedings (inc. Abstract)

Publication status: Published

Conference Name: GamiFIN '26: Proceedings of the 10th Annual International GamiFIN Conference 2026

Year of Conference: 2026

Pages: 1-15

Online publication date: 22/03/2026

Acceptance date: 15/12/2025

Date deposited: 04/02/2026

Publisher: ACM

URL: https://doi.org/10.1145/3789624.3789631

ePrints DOI: 10.57711/bret-7c30

Library holdings: Search Newcastle University Library for this item

ISBN: 9798400721908


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