Teaching to Play: What Academic Literature Tells Us About Tutorials

Ryan Callard


The game tutorial acts as an essential tool during the onboarding process for a new player to any game. Through guided play with defined instructions, these initial experiences look to ensure that the player comes away with a good level of understanding for how they should expect to navigate and interact with the game world. The importance of game tutorials is reflected in a wide-reaching pool of academic literature, which explores how different approaches to tutorialisation supports learning, and affects engagement, retention, and flow.

Early Experiments in Teaching Play

The beginning of the modern era of tutorial study can be attributed to Andersen et al. (2012), whose seminal study includes one of the largest controlled experiments in the field. A jaw-dropping 45,000 players provided data as they interacted with three original online games, each with a different complexity level, and individual contrasting features. The study concluded that tutorials were generally most useful when a game was unconventional or complex, whereas in simpler games, they made little measurable difference.

Crucially, Andersen and colleagues broke down tutorial design into four experimental variables that became the foundation for later research:

VariableDescription
PresenceWhether a tutorial exists at all.
Context-sensitivityWhether instructions appear during play or are grouped externally (e.g., in a manual).
FreedomWhether the player can move freely during the tutorial or is restricted.
Availability of HelpWhether players can access optional guidance or hints.

These categories helped transform tutorial design from a creative problem into a measurable system—one that future researchers could build upon by developing an essential taxonomy.

Flow, Frustration, and First-Time Players

A core metric for games experience is the self-reporting of a player’s feeling of flow, a deep state of focus where time and self-consciousness seem to disappear (Csikszentmihayi, 2014; Sandham, 2025). It is a common concern that tutorials can negatively impact flow due to their intentionally slow speed, overly methodical or deliberate descriptions and instructions, and how they stand separated from the core game experience.

Passalacqua et al. (2020) explored a tutorial’s impact on flow, testing whether the initial period in a mobile RPG hindered immersion. They found that tutorials could momentarily break flow, but that interestingly players were comfortable to tolerate this if they felt meaningful gameplay awaited on the other side - indicating a threshold period where players were willing to suspend expectation (suggested at around 7 minutes). Additionally, the study highlighted player expertise as a major factor: experienced players found tutorials more disruptive than newcomers.

In essence, a player’s relationship with tutorials depends not just on design, but on expectation that a tutorial will occur at the beginning of a game, the level of previous skill in the given genre, and the social contract signed upon starting an experience that we believe will be entertaining in the long run. For some, tutorials are a tolerated friction - whereas for others, they’re essential instructions and reassurance.

Tutorial example

The Implicit vs. Explicit Debate

There’s no one-size-fits-all approach to tutorialisation, and a number of different interpretations exist. As with teaching, the use of supportive media can help users across a range of learning styles (i.e. an embedded video can help a visually-motivated learner as opposed to written or spoken word, etc). For games, as an experiential and interactive media type, we also have the option of deciding in which way a tutorial is framed - as an aside, or as an essential game experience.

The “implicit” or “explicit”-ness of a tutorial is determined by how embedded the tutorial is into the game experience. In an example - for a jump mechanic, does a designer create a room with a big drop in it with a comically large sign saying “X to jump”, or do they design an experience where jumping is the only way to solve the puzzle and allow the user to discover this themselves without gauche instructions?

The question of how tutorials should be delivered, obviously or invisibly, has driven more recent research. Cao and Liu (2022) took a straightforward approach: they built two versions of the same game: one that taught directly, and one that taught through experience. They found that explicit guidance helped when the mechanics grew more complex, but when the design itself was intuitive, players often learned just as effectively without it. Interestingly, less experienced players weren’t particularly hindered by the subtler version, a finding that contradicts our earlier researcher Passalacqua et al. (2020), who argued that new players generally rely on direct, explicit instruction. This suggests that some novices may be more adaptable than expected when the game design naturally encourages experimentation, or that a newbie’s experience of implicit vs explicit tutorial design is equally as unfamiliar.

A later study by Anderson et al. (2024) took this experiment into the commercial space, modifying levels from the acclaimed puzzle game Baba is You. The team compared a traditional “instructional” tutorial with a version that taught through discovery. Surprisingly, there was no significant difference in player comprehension or retention. The reason, they argued, lay in craftsmanship: when a game’s design is already intuitive, it teaches itself.

Building a Modern Taxonomy

While early research explored the impact of tutorials, more recent work has tried to categorise them. Benvenuti et al. (2023) combined parameters from Andersen et al. (2012) and Paras (2006), expanding them into a full taxonomy of fourteen elements—covering everything from voiceover to control customisation.

SourceParameterDescription
Andersen et al. (2012)Tutorial PresenceWhether the game includes a tutorial.
Context SensitivityWhether instructions appear only when relevant.
FreedomWhether players retain agency during the tutorial.
Availability of HelpWhether the game detects and responds to player need.
Paras (2006)PrintedWhether printed documentation is provided.
On-screen TextWhether instructions are shown as text.
VoiceWhether voiceover guidance is used.
VideoWhether mechanics are explained via cutscenes or clips.
Helping AvatarWhether an in-game assistant supports learning.
Controller DiagramWhether control mapping is displayed.
Benvenuti et al. (2023)Command Scheme CustomisationWhether players can change control bindings.
SkippableWhether tutorials can be bypassed.
Story IntegrationWhether the tutorial is embedded in the narrative.
Practice Tool PresenceWhether players can safely experiment (e.g., sandbox mode).

Their taxonomy, tested across thirty-two FPS games, reflected a more holistic view of tutorials as designed experiences rather than static instruction. It acknowledged the reality of modern development, where audio-visual design, accessibility, and player agency all shape how players learn. The list offers an overview of a modern developers toolkit for designing tutorialised experiences, but doesn’t claim to provide an exhaustive overview - and more approaches will inevitably be uncovered as tutorial design continues to evolve.

Conclusion

Tutorial design, as with game design, is evolving into a mature, data-driven discipline. The provided literature show how far research has caught up with modern development practice, while still trailing in a number of particularly forward-thinking ways. Yet as games continue to advance, and as user experience design becomes increasingly personalised, the challenge for tutorials is to remain relevant, accessible, and adaptive by asking both “what can this technology do for my game?” and “how could this improve my onboarding?”.

Accessibility remains a crucial frontier. A tutorial is often a player’s first encounter with a game’s inclusivity (or lack thereof), and how these systems communicate with different kinds of players (across abilities, preferences, and levels of experience) will define the next generation of onboarding design. Tutorials must teach, but they must also react and adapt.

Looking ahead, emerging technologies such as procedural personalisation and adaptive AI hold potential to reshape how players learn. We may soon see tutorials that adjust dynamically to behaviour, confidence, or even emotional response (science fiction?). Systems that teach with the same sensitivity and creativity that great designers bring to the rest of the game. It’s an exciting direction - one that puts the initial 7 minutes first. And one I’ll return to in a forthcoming article exploring my fancy-pants telemetry-driven trait classification and heuristic design in an RTS tutorial context (which didn’t work).


References

Andersen, E. et al. (2012) ‘The impact of tutorials on games of varying complexity’, Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI ’12), Austin, Texas: ACM, pp. 59–68. doi: 10.1145/2207676.2207687.

Anderson, C.G. et al. (2024) ‘Show or Tell? A Comparison of Direct Instruction Tutorial and Learn By Doing Increased Impasse Versions of Initial Levels of a Puzzle Game’, Proceedings of the 19th International Conference on the Foundations of Digital Games (FDG 2024), Worcester, MA: ACM, pp. 1–9. doi: 10.1145/3649921.3650021.

Benvenuti, D. et al. (2023) ‘An Approach to Assess the Impact of Tutorials in Video Games’, Informatics, 10(1), p. 6. doi: 10.3390/informatics10010006.

Cao, S. and Liu, F. (2022) ‘Learning to play: understanding in-game tutorials with a pilot study on implicit tutorials’, Heliyon, 8(11), p. e11482. doi: 10.1016/j.heliyon.2022.e11482.

Chen, J. (2007) ‘Flow in games (and everything else)’, Communications of the ACM, 50(4), pp. 31–34. doi: 10.1145/1232743.1232769.

Csikszentmihayi, M. (2014) Flow and the Foundations of Positive Psychology. Dordrecht: Springer.

Paras, B. (2006) Learning to Play: The Design of In-Game Training to Enhance Video Game Experience. Burnaby, BC: Simon Fraser University.

Passalacqua, M. et al. (2020) ‘Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Players’ Flow and Continuous-Use Intentions’, Multimodal Technologies and Interaction, 4(3), p. 41. doi: 10.3390/mti4030041.

Sandham, A. (2025) Teaching Video Game Design Fundamentals: A Guide for Educating with Practical Examples and Learning Materials. Oxon: CRC Press.

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