What is a Cultural Video Game? Study of Teachers’ Perspectives on Cultural Video Games Through the CUDAEVC Questionnaire

Authors

  • Mario Cerezo-Pizarro Department of Educational Sciences, Faculty of Teacher Training, University of Extremadura, Avd. De las letras S/N, 10003, Cáceres, Spain
  • Francisco Ignacio Revuelta-Domínguez Department of Educational Sciences, Faculty of Teacher Training, University of Extremadura, Avd. De las letras S/N, 10003, Cáceres, Spain
  • Jorge Guerra-Antequera Department of Educational Sciences, Faculty of Teacher Training, University of Extremadura, Avd. De las letras S/N, 10003, Cáceres, Spain

DOI:

https://doi.org/10.15503/jecs2026.1.879.911

Keywords:

Videogames, Culture, Learning, Teachers, Analysis

Abstract

Aim. To analyse teachers’ perceptions, practices, training needs and perceived barriers regarding the educational use of cultural video games, with the aim of contributing to the operational definition of this concept in educational contexts.

Methods. The CUDAEVC questionnaire was administered to 410 teachers across educational levels using non-probability convenience sampling. The ad hoc instrument, validated through expert judgement, addressed three dimensions: the relationship between video game use and cultural acquisition, the conceptualisation of “cultural video game”, and training needs.

Results. Only 15% of teachers reported using video games regularly, although 88% perceived a strong link between their teaching practice and ICT. Based on participants’ responses, an operational definition of “cultural video game” is proposed, and key barriers are identified: lack of specific training, limited resources, and difficulty identifying suitable titles.

Conclusions. Despite their educational potential, cultural video games remain underused in classrooms and require stronger institutional support. The study acknowledges the limitations of its exploratory design and suggests avenues for future research.

Cognitive value. The study addresses an emerging area by examining teachers’ perspectives and proposing an initial definition of “cultural video game” based on a large sample across educational levels. In doing so, it provides both a conceptual and empirical framework for understanding how teachers connect video games with culture and learning, while also identifying key constraints affecting their pedagogical use, particularly limited training, scarce resources, and difficulties in selecting appropriate titles.

 

 

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Author Biographies

  • Mario Cerezo-Pizarro, Department of Educational Sciences, Faculty of Teacher Training, University of Extremadura, Avd. De las letras S/N, 10003, Cáceres, Spain

    Substitute professor in the Department of Education Sciences (Theory and History of Education). PhD in Educational Innovation and Teacher Training. Analysis of educational practice and ICT in education. Specialist in video games and learning. Works at the Faculty of Education of the University of Extremadura (Cáceres). Member of the Nodo Educativo research group. He researches the cultural implications of video games, while analysing the role of ICT in education and the construction of society. He is an expert in video game design, drones, robotics and other educational technologies.

  • Francisco Ignacio Revuelta-Domínguez, Department of Educational Sciences, Faculty of Teacher Training, University of Extremadura, Avd. De las letras S/N, 10003, Cáceres, Spain

    Associate Professor in the Department of Educational Sciences (Didactics and School Organisation). His place of work is the Faculty of Teacher Training at the University of Extremadura (Cáceres). Coordinator of Educational Doctoral Program. Member of the research group Nodo Educativo (http://nodoeducativo.net). His line of research in educational technology pursues the improvement of teaching and learning processes through video games, serious games, gamification, e-sports and maker culture.

  • Jorge Guerra-Antequera, Department of Educational Sciences, Faculty of Teacher Training, University of Extremadura, Avd. De las letras S/N, 10003, Cáceres, Spain

    Associate Professor in the Department of Educational Sciences (Didactics and School Organisation). He works at the Faculty of Teacher Training at the University of Extremadura (Cáceres - Spain). Vice-Dean of Students, Equality, Diversity and Sustainability in the Faculty of Teacher Training. Member of the recognised research group ‘Nodo Educativo’ (SEJ035). His mainly researches on the relationship between commercial video games and social, cultural, emotional, educational and ideological issues, among others.

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Published

2026-06-27

How to Cite

Cerezo-Pizarro, M., Revuelta-Domínguez, F. I., & Guerra-Antequera, J. (2026). What is a Cultural Video Game? Study of Teachers’ Perspectives on Cultural Video Games Through the CUDAEVC Questionnaire. Journal of Education Culture and Society, 17(1), 879-911. https://doi.org/10.15503/jecs2026.1.879.911