Claims

Collaborative MAR gameplay raises children's observable enjoyment and mood more than competitive gameplay

Claim · All claims
Evidence · 1 study · causal r1 · 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

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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