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The effects of gamification on students’ emotions

This study investigates the impact of gamification on university students' emotions during LMS interaction and finds that while gamification did not significantly alter the duration or frequency of basic emotional states, it did influence distinct patterns of emotional transitions, such as shifting from anger to happiness.

Original authors: Wilk Oliveira, Pasqueline Dantas Scaico, Juho Hamari, Samuli Laato, Alexandre Jun Hayasaka, Leonardo Tortoro Pereira

Published 2026-07-07
📖 4 min read☕ Coffee break read

Original authors: Wilk Oliveira, Pasqueline Dantas Scaico, Juho Hamari, Samuli Laato, Alexandre Jun Hayasaka, Leonardo Tortoro Pereira

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are trying to teach a class of students how to solve puzzles. You have two groups of students. One group gets a standard, plain puzzle book. The other group gets the exact same puzzles, but the book is "gamified"—it has points, badges, levels, and a progress bar, like a video game.

The big question the researchers wanted to answer was: Does turning the learning into a game change how the students feel while they are doing it?

Here is the story of what they found, explained simply:

The Experiment: A Controlled Taste Test

The researchers set up a "taste test" in a lab. They had 62 university students.

  • Group A (The Gamers): Used a learning system called "Eagle-edu" that was dressed up with 10 game-like features (like earning coins, getting badges, and seeing a progress bar).
  • Group B (The Non-Gamers): Used the exact same learning system, but with all the game features turned off. It was just a plain, serious learning tool.

Both groups did the exact same tasks for about 30 minutes. While they worked, a special camera system (like a high-tech robot face-reader) watched their faces the entire time. It didn't ask them how they felt; it just watched their facial muscles to automatically detect six basic emotions: Happiness, Sadness, Anger, Surprise, Fear, and Disgust.

The Main Finding: The "Game" Didn't Change the Mood

You might expect the group playing with the "game" features to be happier or more excited. However, the results were surprisingly quiet.

  • No Big Difference: When the researchers compared the two groups, they found no significant difference in how long students felt happy, sad, or angry, or how often those feelings popped up.
  • The "Anger" Surprise: The most common emotion for everyone (both the gamers and the non-gamers) was Anger. The least common was Fear.
    • Important Note: The researchers suggest this "anger" might not mean the students were furious. In the world of face-reading, intense concentration, thinking hard, or solving a tough problem can look exactly like an angry face. So, the students were likely just "thinking hard" rather than "mad."

The Hidden Story: How Emotions Flow

While the amount of emotion was the same for both groups, the way emotions changed from one to another was different. Think of emotions like traffic on a highway.

  • In the Non-Gamified Group (The Plain Book): The traffic flow was mostly negative. Students often went from Disgust (feeling grossed out or annoyed) straight to Anger. It was like a bad mood getting worse.
  • In the Gamified Group (The Game Book): The traffic flow was more dynamic. The most common switch was from Anger to Happiness.
    • The Analogy: Imagine a student hitting a tough wall (Anger/Frustration). In the game version, they seemed to find a solution or get a reward, and their face instantly lit up (Happiness). In the non-game version, they seemed to get stuck in a loop of annoyance.

What This Means (According to the Paper)

The paper concludes that for this specific setup:

  1. The "Game" didn't make them feel more emotions overall. Adding points and badges didn't turn a neutral student into a happy one, or a sad one into a neutral one, in a way that the camera could measure.
  2. But it might change the journey. The game elements might have helped students bounce back from frustration (anger) to success (happiness) faster than the plain system did.
  3. The Content Matters More. The actual learning tasks seemed to drive the emotions more than the game decorations did. If the tasks were hard, everyone looked "angry" (concentrated), regardless of whether there were points on the screen.

The "Fine Print" (Limitations)

The authors are very careful to say:

  • We only looked at 30 minutes. Maybe if they played for a whole semester, the results would be different.
  • We only looked at faces. Sometimes people feel happy but don't smile, or feel angry but don't frown. The camera can only guess based on what it sees.
  • The "Anger" might be focus. They suspect the "angry" faces were actually just students thinking very hard.

In short: Adding game elements to this specific learning system didn't change the volume of the students' emotions, but it might have changed the rhythm of how they moved from frustration to success. The game didn't make them feel more, but it might have helped them feel better after a stumble.

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