How does the Mechanics of Competition and Collaboration Impact on Student’s Flow Experience in a Gamified Educational Environment? An Experimental Study in Higher Education (under review)
Integrity signals
Registry
Cites
Statistics
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Studies examining flow theory generally found higher levels of flow and immersion in gamified activities.
“Studies examining flow theory generally found higher levels of flow and immersion in gamified activities (Khoshnoodifar et al., 2023;Lozano et al., 2024;Marinho et al., 2025).”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Marinho et al., 2025
Collaborative rankings/team tasks can be demotivating to individual competitors (extrinsic motivators).
“| Team tasks | learners with high | individual competitors | (2023); Marinho et |”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Marinho et al. (2025)
Collaborative rankings/team tasks can be experienced as challenging/competence by social learners and learners with high initial amotivation, and by intrinsic motivators.
“| Collaborative rankings/ | Social learners and | Can be demotivating to | García-López et al. |”
From Gamification on Mathematics Engagement and Motivation in Secondary School and Higher Education: A Systematic Review and Meta-Analysis (2026) · cites this paper as Marinho et al. (2025)
Cites
Deci, E. L., Koestner, R., & Ryan, R. M. (1999) · Psychological Bulletin · doi:10.1037/0033-2909.125.6.627 · Cited by 7,176 · cited 1× · see citing works
“However, the literature also presents some unexpected outcomes associated with gamification in education, such as low performance (Domínguez et al., 2013), reduced motivation, and decreased satisfaction among students (Deci et al., 1999).”
What video games have to teach us about learning and literacy
Gee, J. P. (2003) · Computers in Entertainment · doi:10.1145/950566.950595 · Cited by 5,735 · see citing works
Csíkszentmihályi, M. (1975) · Cited by 5,690 · see citing works
Flow: The Psychology of Optimal Experience
Mirvis, P. H., & Csikszentmihalyi, M. (1991) · Academy of Management Review · doi:10.2307/258925 · Cited by 3,706 · see citing works
Groupware: some issues and experiences
Ellis, C. A., Gibbs, S. J., & Rein, G. L. (1991) · Communications of the ACM · doi:10.1145/99977.99987 · Cited by 2,757 · see citing works
Validity and reliability of the Experience-Sampling Method
CSIKSZENTMIHALYI, M., & LARSON, R. (1987) · The Journal of Nervous and Mental Disease · doi:10.1097/00005053-198709000-00004 · Cited by 2,544 · see citing works
Gamification. using game-design elements in non-gaming contexts
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011) · CHI '11 Extended Abstracts on Human Factors in Computing Systems · doi:10.1145/1979742.1979575 · Cited by 2,413 · see citing works
Csíkszentmihályi, M., & Csikszentmihalyi, I. S. (1988) · Cambridge University Press eBooks · doi:10.1017/cbo9780511621956 · Cited by 2,335 · see citing works
A Theory of Co-operation and Competition
Deutsch, M. (1949) · Human Relations · doi:10.1177/001872674900200204 · Cited by 2,225 · see citing works
Gamifying learning experiences: Practical implications and outcomes
Domínguez‐Díaz, A., Saenz-de-Navarrete, J., de‐Marcos, L., Sanz, L. F., Pagés, C., & Martínez-Herráiz, J.-J. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.12.020 · Cited by 2,189 · see citing works
Hanus, M. D., & Fox, J. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.08.019 · Cited by 1,918 · cited 1× · see citing works
“For example, Hanus and Fox (2015) said in their research that in gam-ified courses, students’ motivation, satisfaction, and training tended to decrease over time in comparison to the non-gamified course.”
Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale
Jackson, S. A., & Marsh, H. W. (1996) · Journal of Sport and Exercise Psychology · doi:10.1123/jsep.18.1.17 · Cited by 1,567 · see citing works
The gamification of learning: a meta-analysis
Sailer, M., & Homner, L. (2020) · Educational Psychology Review · doi:10.1007/s10648-019-09498-w · Cited by 1,458 · cited 1× · see citing works
“This result also corroborates with Sailer and Homner (2020)’s meta-analysis, which indicates that competition used in conjunction with collaboration can show an effective result.”
Toward a Comprehensive Theory of Collaboration
Wood, D. J., & Gray, B. (1991) · The Journal of Applied Behavioral Science · doi:10.1177/0021886391272001 · Cited by 1,291 · see citing works
Student engagement in high school classrooms from the perspective of flow theory
Shernoff, D. J., Csikszentmihalyi, M., Shneider, B., & Shernoff, E. S. (2003) · School Psychology Quarterly · doi:10.1521/scpq.18.2.158.21860 · Cited by 1,237 · see citing works
A definition for gamification: anchoring gamification in the service marketing literature
Huotari, K., & Hamari, J. (2016) · Electronic Markets · doi:10.1007/s12525-015-0212-z · Cited by 1,148 · see citing works
Malamed, C. (2012) · eLearn · doi:10.1145/2207270.2211316 · Cited by 1,099 · see citing works
Flow in games (and everything else)
Chen, J. (2007) · Communications of the ACM · doi:10.1145/1232743.1232769 · Cited by 1,021 · see citing works
The ecology of adolescent activity and experience
Csikszentmihalyi, M., Larson, R., & Prescott, S. (1977) · Journal of Youth and Adolescence · doi:10.1007/bf02138940 · Cited by 781 · see citing works
Gamification User Types Hexad Scale
Tondello, G. F., Wehbe, R. R., Diamond, L. M., Busch, M., Marczewski, A., & Nacke, L. E. (2016) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1037/t9999-98544-000 · Cited by 616 · see citing works
The effect of virtual achievements on student engagement
Denny, P. C. (2013) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2470654.2470763 · Cited by 500 · see citing works
Gamification of Education: A Review of Literature
Nah, F. F., Zeng, Q. H., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-07293-7_39 · Cited by 496 · see citing works
Chen, J., Wang, M., Kirschner, P. A., & Tsai, C. (2018) · Review of Educational Research · doi:10.3102/0034654318791584 · Cited by 490 · see citing works
Jackson, S. A., Martin, A. J., & Eklund, R. C. (2008) · Journal of Sport and Exercise Psychology · doi:10.1123/jsep.30.5.561 · Cited by 475 · see citing works
Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., & Groner, R. (2008) · Computers in Human Behavior · doi:10.1016/j.chb.2007.11.002 · Cited by 452 · see citing works
A systematic mapping on gamification applied to education
Borges, S. S., Durelli, V. H. S., Reis, H. M., & Isotani, S. (2014) · ACM Symposium on Applied Computing · doi:10.1145/2554850.2554956 · Cited by 438 · see citing works
The Effects of Cooperation and Competition on Intrinsic Motivation and Performance.
Tauer, J. M., & Harackiewicz, J. M. (2004) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.86.6.849 · Cited by 436 · see citing works
(Re)Defining Gamification: A Process Approach
Werbach, K. D. (2014) · Lecture notes in computer science · doi:10.1007/978-3-319-07127-5_23 · Cited by 394 · see citing works
Measuring flow in gamification: Dispositional Flow Scale-2
Hamari, J., & Koivisto, J. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.07.048 · Cited by 357 · see citing works
An investigation of user attitudes toward search engines as an information retrieval tool
Liaw, S.-S., & Huang, H. (2003) · Computers in Human Behavior · doi:10.1016/s0747-5632(03)00009-8 · Cited by 345 · see citing works
Modeling the efficacy of persuasive strategies for different gamer types in serious games for health
Orji, R., Vassileva, J., & Mandryk, R. L. (2014) · User Modeling and User-Adapted Interaction · doi:10.1007/s11257-014-9149-8 · Cited by 320 · see citing works
Flow experiences at work: for high need achievers alone?
Eisenberger, R., Jones, J. R., Stinglhamber, F., Shanock, L. R., & Randall, A. T. (2005) · Journal of Organizational Behavior · doi:10.1002/job.337 · Cited by 304 · see citing works
The Design Principles for Flow Experience in Educational Games
Kiili, K. J. M., de Freitas, S., Arnab, S., & Lainema, T. (2012) · Procedia Computer Science · doi:10.1016/j.procs.2012.10.060 · Cited by 302 · see citing works
Faiola, A. J., Newlon, C. M., Pfaff, M. S., & Smyslova, O. V. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.10.003 · Cited by 278 · see citing works
Towards Personality-driven Persuasive Health Games and Gamified Systems
Orji, R., Nacke, L. E., & Marco, C. D. (2017) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3025453.3025577 · Cited by 277 · see citing works
Adaptive Persuasive Systems: A Study of Tailored Persuasive Text Messages to Reduce Snacking
Kaptein, M., De Ruyter, B., Markopoulos, P., & Aarts, E. (2012) · ACM Transactions on Interactive Intelligent Systems · doi:10.1145/2209310.2209313 · Cited by 274 · see citing works
Landers, R. N., & Callan, R. C. (2011) · Serious Games and Edutainment Applications · doi:10.1007/978-1-4471-2161-9_20 · Cited by 272 · see citing works
Digital Games and Beyond: What Happens When Players Compete?1
De, L., Li, X., & Santhanam, R. (2013) · MIS Quarterly · doi:10.25300/misq/2013/37.1.05 · Cited by 259 · see citing works
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
Orji, R., Tondello, G. F., & Nacke, L. E. (2018) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3173574.3174009 · Cited by 230 · see citing works
Tailoring persuasive health games to gamer type
Orji, R., Mandryk, R. L., Vassileva, J., & Gerling, K. (2013) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/2470654.2481341 · Cited by 227 · see citing works
Nakamura, J., & Csíkszentmihályi, M. (2001) · doi:10.1093/oso/9780195135336.003.0007 · Cited by 209 · see citing works
Gucciardi, D. F., Gordon, S., & Dimmock, J. A. (2009) · Journal of Applied Sport Psychology · doi:10.1080/10413200903026066 · Cited by 183 · see citing works
Elements of Gameful Design Emerging from User Preferences
Tondello, G. F., Mora, A., & Nacke, L. E. (2017) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3116595.3116627 · Cited by 180 · see citing works
(2013) · RMIT Research Repository (RMIT University Library) · Cited by 171 · see citing works
Gamification and Web-based Homework
Goehle, G. (2013) · PRIMUS · doi:10.1080/10511970.2012.736451 · Cited by 170 · see citing works
HealthyTogether: exploring social incentives for mobile fitness applications
Chen, Y., & Pu, P. (2014) · Proceedings of the Second International Symposium of Chinese CHI · doi:10.1145/2592235.2592240 · Cited by 159 · see citing works
Cooperation - A Philosophical Study
Tuomela, R. (2000) · Medical Entomology and Zoology · Cited by 158 · see citing works
The effects of competition and competitiveness upon intrinsic motivation in exergames
Song, H., Kim, J., Tenzek, K. E., & Lee, K. M. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.01.042 · Cited by 145 · see citing works
Measuring the flow experience of gamers: An evaluation of the DFS-2
Procci, K., Singer, A. R., Levy, K. R., & Bowers, C. A. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.06.039 · Cited by 138 · see citing works
Sinnamon, S., Moran, A. P., & O’Connell, M. (2012) · Journal of Research in Music Education · doi:10.1177/0022429411434931 · Cited by 100 · see citing works
A Player Model for Adaptive Gamification in Learning Environments
Monterrat, B., Desmarais, M. C., Lavoué, É., & George, S. (2015) · Lecture notes in computer science · doi:10.1007/978-3-319-19773-9_30 · Cited by 96 · see citing works
González‐Cutre, D., Sicilia, Á., Murcia, J. A. M., & Fernández‐Balboa, J. (2009) · Journal of Teaching in Physical Education · doi:10.1123/jtpe.28.4.422 · Cited by 89 · see citing works
Recommender Systems for Personalized Gamification
Tondello, G. F., Orji, R., & Nacke, L. E. (2017) · ACM Conference on User Modeling, Adaptation and Personalization (UMAP) · doi:10.1145/3099023.3099114 · Cited by 86 · see citing works
Effect of personalized gameful design on student engagement
Mora, A., Tondello, G. F., Nacke, L. E., & Arnedo-Moreno, J. (2018) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon.2018.8363471 · Cited by 82 · see citing works
The relationship between mental toughness and dispositional flow
Crust, L., & Swann, C. (2011) · European Journal of Sport Science · doi:10.1080/17461391.2011.635698 · Cited by 70 · see citing works
DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES
Orji, R. (2014) · University Library - University of Saskatchewan (University of Saskatchewan) · Cited by 62 · see citing works
Albuquerque, J., Bittencourt, I. I., Coelho, J. A. P. D. M., & da Silva, A. P. (2017) · Computers & Education · doi:10.1016/j.compedu.2017.08.005 · Cited by 61 · see citing works
Self-citationThe Psychometric Properties of Dispositional Flow Scale-2 in Internet Gaming
Wang, J., Liu, W. C., & Khoo, A. (2009) · Current Psychology · doi:10.1007/s12144-009-9058-x · Cited by 59 · see citing works
Game-based Learning: The Impact of Flow State and Videogame Self-efficacy
Pavlas, D., Heyne, K., Bedwell, W. L., Lazzara, E. H., & Eduardo Salas, A. (2010) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/154193121005402808 · Cited by 53 · see citing works
Perceptions, quality and motivational needs in image tagging human computation games
Goh, D. H., & Lee, C. S. (2011) · Journal of Information Science · doi:10.1177/0165551511417786 · Cited by 51 · see citing works
Competition as an element of gamification for learning
Sepehr, S., & Head, M. M. (2013) · International Conference on Gameful Design, Research, and Applications (Gamification) · doi:10.1145/2583008.2583009 · Cited by 41 · see citing works
Implicit Acquisition of User Personality for Augmenting Movie Recommendations
Wu, W., & Chen, L. (2015) · Lecture notes in computer science · doi:10.1007/978-3-319-20267-9_25 · Cited by 39 · see citing works
Cermakova, L., Moneta, G. B., & Spada, M. M. (2010) · Educational Psychology · doi:10.1080/01443411003777697 · Cited by 37 · see citing works
Social Interactive Learning in Multiplayer Games
Camilleri, V., Busuttil, L., & Montebello, M. (2011) · Springer eBooks · doi:10.1007/978-1-4471-2161-9_23 · Cited by 36 · see citing works
Knutas, A., Ikonen, J., Maggiorini, D., Ripamonti, L. A., & Porras, J. (2014) · International Conference on Computer Systems and Technologies (CompSysTech) · doi:10.1145/2659532.2659612 · Cited by 24 · see citing works
Isotani, S., Bittencourt, I. I., Mizoguchi, R., & Costa, E. D. B. (2009) · Revista Brasileira de Informática na Educação · doi:10.5753/rbie.2009.17.01.30 · Cited by 24 · see citing works
Self-citationTowards the Establishment of a Standard Process for Developing Educational Modules
Barbosa, E. F., & Maldonado, J. C. (2006) · IEEE Frontiers in Education Conference (FIE) · doi:10.1109/fie.2006.322653 · Cited by 20 · see citing works
QPJ-BR: Questionário para Identificação de Perfis de Jogadores para o Português-Brasileiro
Andrade, F., Marques, L., Bittencourt, I. I., & Isotani, S. (2016) · Anais do ... Simpósio Brasileiro de Informática na Educação/Anais do Simpósio Brasileiro de Informática na Educação · doi:10.5753/cbie.sbie.2016.637 · Cited by 11 · see citing works
Self-citationWork for or Against Players: On the Use of Collaboration Engineering for Collaborative Games
Azadegan, A., & Harteveld, C. (2014) · Bournemouth University Research Online (Bournemouth University) · Cited by 4 · see citing works
Jackson, S. A., & Eklund, R. C. (2002) · PsycTESTS Dataset · doi:10.1037/t67663-000 · Cited by 1 · see citing works
Flagged first, then by citations
2 of the 72 references couldn’t be matched to a known paper.
Cited by
Sorted by citations
Ratinho, E., Figueiredo, M., Estêvão, D., Faísca, L., & Martins, C. (2026) · Educational Psychology Review · doi:10.1007/s10648-025-10108-1 · Cited by 11 · see citing works
Technologies in Education from the Perspective of Industry 4.0
Udvaros, J., & Pšenáková, I. (2025) · International Conference on Control, Decision and Information Technologies (CoDIT) · doi:10.1109/codit66093.2025.11321391
Nipas, F. G. T., & Almeida, E. V. (2026) · Revista Ciencia Innovadora · doi:10.64422/rci.v4n1.2026.139
Saleh, A. Y., Othman, M. K., Yee, S. C. S., Manaf, A. A. A., Aman, S., & Barawi, M. H. (2026) · Entertainment Computing · doi:10.1016/j.entcom.2026.101121
TAMAGO: Full Game Art Gameful System for Animation Thesis Supervision
Troy, T., Nugroho, G. S., & Gunanto, S. G. (2026) · Journal of Games Game Art and Gamification · doi:10.21512/jggag.v11i2.15765
- Authors
- Marinho, A., Bittencourt, I. I., Dermeval, D., Santos, J., Challco, G., & Reis, M.
- Affiliations
- Universidade Federal de Alagoas (BR)
- Corresponding author
- Dermeval, Diego
- Venue
- Technology, Knowledge and Learning
- Published
- 2024-12-10
- Volume
- 30
- Issue
- 1
- Pages
- 399-424
- ISSN
- 2211-1662 (ISSN-L)
- 2211-1670
- OpenAlex
- W4405241752
- Cited by
- 5
- References
- 72
- Citations by year
- 2026: 4 · 2025: 1
- FWCI
- 3.93
- Type
- journal article
- Language
- en
- Open access
- closed
- Licence
- Locations
- Technology Knowledge and Learning (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Keywords
- flow experience, gamification, competition, collaboration, university students, intrinsic motivation, social engagement, meaningful learning, computer-supported learning
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review