Playing to win or playing not to lose: Measuringengagement, enjoyment, and performance in the gamificationof tasks with positive or negative framing

This study investigated how goal framing influences player behavior and subjective experience in response to game design elements, as measured by player engagement, enjoyment, and performance. Despite the growing prevalence of gamified systems in work and tasks, limited research exists on how framing effects operate specifically in digital environments. Participants (n = 100) received either positively or negatively framed feedback while playing a video game. Engagement was measured via emotional arousal using galvanic skin response (GSR) sensors, while self-report scales captured enjoyment. Results indicated that participants in the positive feedback condition experienced higher emotional arousal, suggesting greater engagement. However, no significant differences were observed in enjoyment or performance. These findings highlight the importance of framing feedback in gamified digital environments, such as workplace productivity tools, where engagement is critical. Understanding these effects contributes to optimizing digital experiences for both user well-being and the successful application of gamification in work contexts.

Authors

Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2439
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Playing to win or playing not to lose: Measuringengagement, enjoyment, and performance in the gamificationof tasks with positive or negative framing

Jessica Manson, Joshua Juvrud, Stefan Nickel, Alan E. Craddock
Educational Games and Gamification
article

Playing to win or playing not to lose: Measuringengagement, enjoyment, and performance in the gamificationof tasks with positive or negative framing

Jessica Manson, Joshua Juvrud, Stefan Nickel, Alan E. Craddock
article en

Abstract

This study investigated how goal framing influences player behavior and subjective experience in response to game design elements, as measured by player engagement, enjoyment, and performance. Despite the growing prevalence of gamified systems in work and tasks, limited research exists on how framing effects operate specifically in digital environments. Participants (n = 100) received either positively or negatively framed feedback while playing a video game. Engagement was measured via emotional arousal using galvanic skin response (GSR) sensors, while self-report scales captured enjoyment. Results indicated that participants in the positive feedback condition experienced higher emotional arousal, suggesting greater engagement. However, no significant differences were observed in enjoyment or performance. These findings highlight the importance of framing feedback in gamified digital environments, such as workplace productivity tools, where engagement is critical. Understanding these effects contributes to optimizing digital experiences for both user well-being and the successful application of gamification in work contexts.

Reduced inequalities
Openalex Percentile: Top 83%
Educational Games and Gamification
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