Exploring the Impact of Player Traits on the Leaderboard Experience in a Digital Maths Game
DOI:
https://doi.org/10.17083/ijsg.v11i4.794Keywords:
Game Design, Maths Anxiety, Digital Game-Based LearningAbstract
Digital Game-Based Learning (DGBL) uses digital games to enhance engagement and learning. The efficacy of DGBL is linked to game features. Leaderboards are a commonly used feature to increase motivation through competition, improving engagement and learning outcomes. However, infinite leaderboards, displaying all players in an ordered ranking based on their scores, can demotivate players depending on their performance and characteristics. This study investigated primary school students' experience with an infinite leaderboard during a digital math game intervention. A total of 1389 Irish students participated in a 6-week DGBL programme with the game “Seven Spells,” featuring such a leaderboard. Data on player traits were gathered via questionnaires, while opinions on the leaderboard and game were collected through surveys and comments. Findings revealed that leaderboard enjoyment was influenced by players’ leaderboard positions and their math anxiety levels. Additionally, the leaderboard experience correlated with their overall game experience. These insights imply that game designers should account for player traits when incorporating leaderboards into math games to avoid potential negative impacts on the gaming experience.
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Copyright (c) 2024 André Almo, Mariana Rocha, Attracta Brennan, Pierpaolo Dondio
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
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