Cited by 245Educational Games and GamificationMotivation and Self-Concept in SportsDigital Games and Media

How feedback boosts motivation and play in a brain-training game

Open access
Burgers, Christian, Eden, Allison, van Engelenburg, Mélisande D., Buningh, Sander·2015·Computers in Human Behavior

Abstract

Games are important vehicles for learning and behavior change as long as players are motivated to continue playing. We study the impact of verbal feedback in stimulating player motivation and future play in a brain-training game. We conducted a 2 (feedback valence: positive vs. negative) × 3 (feedback type: descriptive, comparative, evaluative) between-subjects experiment (N = 157, 69.4% female, Mage = 32.07). After playing a brain-training game and receiving feedback, we tapped players’ need satisfaction, motivation and intention to play the game again. Results demonstrate that evaluative feedback increases, while comparative feedback decreases future game play. Furthermore, negative feedback decreases players’ feeling of competence, but also increases immediate game play. Positive feedback, in contrast, satisfies competence and autonomy needs, thereby boosting intrinsic motivation. Negative feedback thus motivates players to repair poor short-term performances, while positive feedback is more powerful in fostering long-term motivation and play.

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  • Despite feedback's importance, the majority of studies (N=32) do not describe whether or what type of feedback was used.

    “Thus, despite the critical role of feedback in motivation and learning (Burgers et al. 2015), the majority of studies (N = 32) do not describe whether or what type of feedback was employed.”

    From Divergent Research Methods Limit Understanding of Working Memory Training (2020) · cites this paper as Burgers et al. 2015

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Research works printed but not linked: 2

  1. Fogg, B. J. (2007). The future of persuasion is mobile. In B. J. Fogg & D. Eckles (Eds.), Mobile persuasion (pp. 5-11). Stanford, CA (USA): Stanford Captology Media.
  2. Lester, J., Stone, B., Converse, S., Kahler, S., & Barlow, T. (1997). Animated pedagogical agents and problem-solving effectiveness: A large-scale empirical evaluation In du Boulay, B. & Mizoguchi (Eds.). Proceedings of the 8th world conference on artixcial intelligence in education (pp. 23-30). Kobe (Japan): IOS Press.

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Authors
Burgers, C., Eden, A., van Engelenburg, M. D., & Buningh, S.
Affiliations
  • Vrije Universiteit Amsterdam (NL)
  • DTV Consultants (Netherlands) (NL)
Corresponding author
Burgers, Christian
Venue
Computers in Human Behavior
Publisher
Elsevier BV
Published
2015-07
Volume
48
Pages
94-103
ISSN
0747-5632 (ISSN-L)
OpenAlex
W2013477750
Cited by
245
References
54
Citations by year
2026: 6 · 2025: 24 · 2024: 39 · 2023: 29 · 2022: 31 · 2021: 23 · 2020: 19 · 2019: 25 · 2018: 19 · 2017: 13 · 2016: 13 · 2015: 4
FWCI
41.26
Type
journal article
Language
en
Open access
Locations
  • Computers in Human Behavior (publishedVersion, cc-by-nc-nd)
  • VU Research Portal (publishedVersion, other-oa)
  • Digital Academic REpository of VU University Amsterdam (Vrije Universiteit Amsterdam) (submittedVersion)
  • Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
Funders
Netherlands Organisation for Scientific Research (314-98-002)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Social Psychology › Motivation and Self-Concept in Sports
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
verbal feedback, brain training games, player motivation, intrinsic motivation, evaluative feedback, comparative feedback, descriptive feedback, feedback valence, competency requirements, need for autonomy, need satisfaction, game-based learning

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