Claims

Single noncollaborative, noncompetitive play shows the largest learning effects, significantly larger than single competitive play

Claim · All claims
Evidence · 1 study (2 entries) · quant-synthesis r3 · q3
Currency · newest study 2016 · checked against its sources 2026-10-21 (automated, 2 of 2 entries) · 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.

q3 i? Effects were significantly larger for single noncollaborative/noncompetitive play than for single competitive play (b = 0.69, p < .001). → Clark Douglas B. 2016 q3 i? After controlling for other game characteristics, the single-noncompetitive advantage over collaborative team competition and multiplayer games was no longer significant. → Clark Douglas B. 2016 (2)

Evidence

Clark Douglas B. 2016

Clark Douglas B., Tanner-Smith Emily E., Killingsworth Stephen S. (2016). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research. https://doi.org/10.3102/0034654315582065

q3 · i? · quant-synthesis · r3

Meta-regression moderator analysis of player configuration in media comparisons; single noncollaborative/noncompetitive play (g = 0.45) was the only configuration with a confidence interval excluding zero, though the authors note small numbers of effect sizes in other categories. No standardized effect size was printed for the moderator coefficients.

"Moreover, average effects were significantly larger for games with single players (with no formal collaboration or competition) relative to those using single/competitive play (b = 0.69, p < .001, 95% CI [0.39, 0.99]), collaborative team competitions (b = 0.29, p = .03, 95% CI [0.02, 0.56]), or multiplayer/MMOs (b = 0.49, p = .001, 95% CI [0.21, 0.78])."

Clark Douglas B. 2016 (2)

Clark Douglas B., Tanner-Smith Emily E., Killingsworth Stephen S. (2016). Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis. Review of Educational Research. https://doi.org/10.3102/0034654315582065

q3 · i? · quant-synthesis · r3

Sensitivity re-estimation controlling for visual realism, anthropomorphism, variety of game actions, viewpoint, story relevance, and story depth. The single-noncompetitive versus single-competitive difference persisted; other contrasts became nonsignificant, so the evidence is mixed for those comparisons.

"Results from that model indicated that after controlling for those other game characteristics, games with single noncollaborative/noncompetitive players still exhibited significantly larger mean effect sizes than those with single competitive players (b = 0.71, p = .01, 95% CI [0.23, 1.18]) but no longer had significantly different effect sizes than games with collaborative team competitions or multiplayer games."

Discussion

Page metadata
Field Value
type claim
id single-noncompetitive-play-largest-media-effects
title Single noncollaborative, noncompetitive play shows the largest learning effects, significantly larger than single competitive play
description Single noncollaborative, noncompetitive play shows the largest learning effects, significantly larger than single competitive play
status review
evidence_strength moderate
newest_evidence 2016
source_checked 2026-10-21
generated by process:wiki-ingest on 2026-10-15
trust unverified — no one has confirmed this page's content
sources 2 — clark-douglas-b-2016, clark-douglas-b-2016-2

Frontmatter is the page's machine-readable record — see the Schema & Guide.