Game-based learning

Game-Based Learning and Collaborative Problem-Solving: Inside Mīharo

In Mīharo, collaboration is not an optional learning outcome. Players need each other’s information to solve the game.

Most cooperative games allow players to cooperate.

Mīharo: Escape the Arcade is designed to require it.

That difference matters.

Each player uses a separate device and receives different information. Neither player has everything needed to solve the problem alone.

They have to describe what they see.

They have to listen.

They have to compare clues.

They have to work out what the other person knows that they do not.

Communication is not an extra feature added after the game was designed.

It is part of the puzzle architecture.

Collaborative problem-solving is more than putting people in groups

Education often uses the word collaboration very broadly.

Two learners can technically be in the same group while one person does almost everything.

That is not the type of interaction we want to design for.

A 2026 systematic review of collaborative problem-solving found that communication quality is central to whether collaboration supports higher-order thinking. It also found that structured interaction, clear roles and task design matter, while miscommunication and uneven participation can weaken the benefits of collaborative work.

That gives game designers an interesting question:

Can the structure of the game make participation more necessary?

Distributed information changes the social dynamic

Giving each player different information is one way to do that.

If Player A can see everything, Player B can become a spectator.

If Player A knows something Player B cannot access, and Player B has something Player A needs, the relationship changes.

Both players have informational value.

That does not guarantee perfect collaboration.

But it creates a reason to talk.

The game becomes less about “Who knows the answer?” and more about “What can we work out together?”

The mechanic can carry the capability

This has become an important design principle for Iconic Games.

If we want players to practise collaboration, the game should require collaboration.

If we want them to make decisions, decisions should have consequences.

If we want them to practise financial skills, money should affect what they can accomplish.

If we want them to use language, language should help them do something.

This is different from building a conventional lesson and then adding game graphics.

Research into digital game-based learning supports caution here. A 2025 meta-analysis found a positive overall effect on problem-solving but also strong variation across studies. Importantly, games combined with relevant teaching strategies produced better outcomes than games used on their own.

Games are not magic.

Design matters.

Productive struggle is part of the experience

Games also create a different relationship with failure.

A wrong answer can be information.

A clue can be misunderstood.

A strategy can fail.

Players can return to the problem, talk again and try something different.

That loop — attempt, feedback, adjustment — is one reason games can create useful problem-solving environments.

But challenge needs to be calibrated.

Research by Hamari and colleagues found that perceived challenge was an important predictor of engagement and learning in a game-based environment. Too little challenge can become boring; too much can become frustrating.

The design task is finding the space where the problem asks something meaningful of the player without making progress feel impossible.

What this could mean beyond Escape the Arcade

Escape the Arcade is a relatively small game.

The bigger idea is much larger.

Imagine collaborative mathematics where two players hold different pieces of a construction plan.

Imagine language learning where one person must interpret information for another.

Imagine entrepreneurship missions where one player manages customers while another controls inventory or finances.

Imagine science problems where observations are distributed across a team.

The point is not to force every subject into multiplayer.

It is to ask whether the capability we want learners to practise can become structurally meaningful inside the game.

From “make the lesson fun” to “make the skill necessary”

That is the design shift we are most interested in.

Instead of asking:

How do we make this lesson more fun?

we can ask:

What experience would make this skill necessary?

That question leads to very different games.

And potentially, much more interesting learning.

Research & further reading