Playing to win or playing not to lose: Measuring engagement, enjoyment, and performance in the gamification of tasks with positive or negative framing
Keywords:
arousal, framing, enjoyment, video game, digital taskAbstract
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.Downloads
Published
2025-06-16
Bibtex
@Conference{digra2439, title ="Playing to win or playing not to lose: Measuring
engagement, enjoyment, and performance in the gamification
of tasks with positive or negative framing", year = "2025", author = "Juvrud, Joshua and Craddock, Angela and Manson, Jane and Nickel, Sophie", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2439}", booktitle = "Conference Proceedings of DiGRA 2025: Games at the Crossroads"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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