The promise of game-based learning relies on the assumption that games provide more engaging learning experiences compared to their traditional counterparts. To test this assumption, we compared the impact of a mobile health literacy game with textbook material in terms of situational interest, epistemic emotions, and satisfaction. Two hundred fifty-four Finnish students (M = 15.70 years, SD = 0.76) were randomly assigned to the game (n = 136) and textbook condition (n = 118). The game condition played Antidote COVID-19 mobile game, and the textbook condition read health-related content on Covid-19. Learning content was the same in both conditions. Situational interest was measured with a pre-and post-test whereas epistemic emotions and perceived satisfaction were only measured with a post-test. Our findings showed that situational interest increased significantly from pre- to post-test in the game condition. However, no significant change was observed in the textbook condition. Participants in the game condition also reported higher intensity of desired epistemic emotions like surprise, enjoyment, and confusion and a significantly lower intensity of undesired boredom than the textbook condition. Lastly, the game condition displayed significantly higher satisfaction with learning material than the textbook condition. Overall, these findings imply that students found the game more interesting and engaging than reading traditional textbook material. Further, the current findings indicate that utilizing game-based learning in health education might provide engaging ways to raise awareness of health issues by facilitating interest and relevant epistemic emotions that may elucidate, maintain and change personal beliefs on health topics.