Collaborative MAR gameplay raises children's observable enjoyment and mood more than competitive gameplay¶
Claim · All claims
Evidence · 1 study · causalr1·q2
Currency · newest study 2020 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Observers rated children's affect significantly higher in the collaborative mode than the competitive mode (Wilcoxon p = 0.000), with more euphoric children (21% vs 4%). → López-Faican 2020
Evidence¶
López-Faican 2020¶
López-Faican, L.; Jaén Martínez, FJ. (2020). EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children. Computers & Education. https://doi.org/10.1016/j.compedu.2020.103814
q2 · i? · causal · r1
Observational analysis of mood (P1Obs1) at three time points during the study of 19 pairs of children. Mean affect was 1.7900 collaborative vs 1.5570 competitive, p = 0.000; the null hypothesis H0c was rejected because "the collaborative version had a higher number of euphoric children". Children began at low mood and ended cheerful to euphoric in both modes.
"The collaborative version had a higher number of euphoric children than the competitive one (21% vs. 4%)."
Discussion¶
Related Claims¶
- Collaborative MAR gameplay exceeds competitive gameplay on observed physical activity and interest in exploring the tool — related
- Both competitive and collaborative MAR game modes are highly enjoyable and easy to use for primary school children, with no significant differences between modes — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
collaborative-mar-higher-observed-affect |
title |
Collaborative MAR gameplay raises children's observable enjoyment and mood more than competitive gameplay |
description |
Collaborative MAR gameplay raises children's observable enjoyment and mood more than competitive gameplay |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2020 |
generated |
by process:wiki-ingest on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — lópez-faican-2020 |
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