Abstract
New game technologies seem to permeate every area of daily life. Therefore, it is not surprising that, in addition to the incorporation of entertaining gaming features into otherwise dull or tedious activities, the positive influence of user experience and user engagement has also been on the rise in recent years. It is all part of gamification. Individual differences in response to gamification deserve attention. Specifically, the objective of this experimental study was to investigate how perfectionism and gender affect behavior under two conditions—free play and competition—during a logic video game played by 155 gifted high school students. Game points monitoring frequency (GPMF) and game completion time (GCT) were measured. Functional perfectionists showed significantly higher GPMF than dysfunctional perfectionists. Furthermore, the competitive condition increased GPMF significantly more in functional perfectionists (compared to dysfunctional perfectionists) and girls tended to show higher GCT across the conditions. The results indicate that, in a competitive environment, the effectiveness of employing points for feedback is influenced by both a perfectionistic personality style and gender. Our study supports the notion that gamification elements can affect individuals differently, supporting the motivation of some students, yet being ignored by others.
This is a preview of subscription content, access via your institution.



Data availability
The data are openly available in figshare at https://figshare.com/articles/dataset/To_click_or_not_to_click_/12326288
Code availability
The R code used for analyses that support the findings of this study is openly available in figshare at https://figshare.com/articles/dataset/To_click_or_not_to_click_/12326288
Notes
The data and the R code used for the analyses that support the findings of this study are openly available online (see Supplemental Material).
Initially, the sample comprised of 155 sixth-grade students. However, the data for the Triton video game (the main method described below) from one of the schools (n = 22, 14%) were discarded due to technical difficulties (i.e., problems with the internet connection).
In items 9, 13, and 32, only the word “school” instead of “work/school” was retained (the wording of all the items can be found in Frost et al., 1990). In seven other items, one word was replaced with its more common Czech synonym to increase readability with minimal changes to the items’ meaning.
References
Abramovich, S., Schunn, C., & Higashi, R. (2013). Are badges useful in education? It depends upon the type of badge and expertise of learner. Educational Technology Research and Development, 61, 217–232. https://doi.org/10.1007/s11423-013-9289-2
Adler, A. (1979). Superiority and social interest. Norton.
Algina, J., Keselman, H. J., & Penfield, R. D. (2005). An alternative to Cohen’s standardized mean difference effect size: A robust parameter and confidence interval in the two independent groups case. Psychological Methods, 10, 317–328. https://doi.org/10.1037/1082-989X.10.3.317
Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57–63. https://doi.org/10.1016/j.compedu.2014.12.012
Baker, J. A. (1996). Everyday stressors of academically gifted adolescents. Journal of Secondary Gifted Education, 7(2), 356–368. https://doi.org/10.1177/1932202X9600700203
Barke, A., Bode, S., Dechent, P., Schmidt-Samoa, C., Van Heer, C., & Stahl, J. (2017). To err is (perfectly) human: Behavioural and neural correlates of error processing and perfectionism. Social Cognitive and Affective Neuroscience, 12(10), 1647–1657. https://doi.org/10.1093/scan/nsx082
Bates, D., Maechler, M., Bolker, B., & Walker, S. (2015). Fitting linear mixed-effects models using lme4. Journal of Statistical Software, 67, 1–48. https://doi.org/10.18637/jss.v067.i01
Berkling, K., & Thomas, C. (2013). Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it's failure. Proceedings of the 2013 International Conference on Interactive Collaborative Learning (ICL), pp. 525–530. Kazan, Russia. https://doi.org/10.1109/ICL.2013.6644642
Bong, M., Hwang, A., Noh, A., & Kim, S. I. (2014). Perfectionism and motivation of adolescents in academic contexts. Journal of Educational Psychology, 106, 711–729. https://doi.org/10.1037/a0035836
Brom, C., Stárková, T., Bromová, E., & Děchtěrenko, F. (2017). Gamifying a simulation: Null effects of a game goal, choice, points and praise. https://doi.org/10.31234/osf.io/uwrjb
Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive Learning Environments, 24, 1162–1175. https://doi.org/10.1080/10494820.2014.964263
Cagiltay, N. E., Ozcelik, E., & Ozcelik, N. S. (2015). The effect of competition on learning in games. Computers & Education, 87, 35–41. https://doi.org/10.1016/j.compedu.2015.04.001
Cheng, Z., Richardson, J. C., & Newby, T. J. (2019). Using digital badges as goal-setting facilitators: A multiple case study. Journal of Computing in Higher Education. https://doi.org/10.1007/s12528-019-09240-z
Codish, D., & Ravid, G. (2014). Personality based gamification: How different personalities perceive gamification. Proceedings of the 22nd European Conference on Information Systems, Tel Aviv, Israel.
Codish, D., & Ravid, G. (2017). Gender moderation in gamification: Does one size fit all? Proceedings of the 50th Hawaii international conference on system sciences (HICSS), pp. 2006–2015, Hawaii.
Conroy, D. E., Metzler, J. N., & Hofer, S. M. (2003). Factorial invariance and latent mean stability of performance failure appraisals. Structural Equation Modeling, 10, 401–422. https://doi.org/10.1207/S15328007SEM1003_4
Cuesta-Albertos, J. A., Gordaliza, A., & Matran, C. (1997). Trimmed k-means: An attempt to robustify quantizers. The Annals of Statistics, 25, 553–576. https://doi.org/10.1214/aos/1031833664
Denden, M., Tlili, A. Essalmi, F., & Jemni, M. (2018). Does personality affect students' perceived preferences for game elements in gamified learning environments? 18th International Conference on Advanced Learning Technologies (ICALT), pp. 111–115, Springer, Singapore. https://doi.org/10.1109/ICALT.2018.00033
Denden, M., Tlili, A., Essalmi, F., Jemni, M., Chen, N. S., & Burgos, D. (2021). Effects of gender and personality differences on students’ perception of game design elements in educational gamification. International Journal of Human-Computer Studies, 154, 102674. https://doi.org/10.1016/j.ijhcs.2021.102674
Deterding, S., Sicart, M., Nacke, L., O’Hara, K., & Dixon, D. (2011). Gamification: Using game-design elements in non-gaming contexts. CHI ’11 Extended Abstracts on Human Factors in Computing Systems, 2425–28. https://doi.org/10.1145/1979742.1979575
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), 1–36. https://doi.org/10.1186/s41239-017-0042-5
Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 1–14. https://doi.org/10.1515/cait-2014-0007
Ding, L. (2019). Applying gamifications to asynchronous online discussions: A mixed methods study. Computers in Human Behavior, 91, 1–11. https://doi.org/10.1016/j.chb.2018.09.022
Dixon, F. A., Lapsley, D. K., & Hanchon, T. A. (2004). An empirical typology of perfectionism in gifted adolescents. Gifted Child Quarterly, 48(2), 95–106. https://doi.org/10.1177/001698620404800203
Domínguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.https://doi.org/10.1016/j.compedu.2012.12.020
Dunnett, C. W. (1980). Pairwise multiple comparisons in the unequal variance case. Journal of the American Statistical Association, 75, 796–800. https://doi.org/10.2307/2287161
Dweck, C. S. (1986). Motivational processes affecting learning. American Psychologist, 41, 1040–1048. https://doi.org/10.1037/0003-066X.41.10.1040
Erdfelder, E., Faul, F., & Buchner, A. (1996). GPOWER: A general power analysis program. Behavior Research Methods, Instruments & Computers, 28, 1–11. https://doi.org/10.3758/BF03203630
Fajmonová, V., Hönigová, S., Urbánek, T., & Širůček, J. (2015). CFT 20-R - Cattellův test fluidní inteligence [CFT 20-R - Cattell's Fluid Intelligence Test] [Measurement instrument]. Hogrefe-Testcentrum.
Fletcher, K. L., & Speirs Neumeister, K. L. (2012). Research on perfectionism and achievement motivation: Implications for gifted students. Psychology in the Schools, 49, 668–677. https://doi.org/10.1002/pits.21623
Frost, R. O., Heimberg, R. G., Holt, C. S., Mattia, J. I., & Neubauer, A. L. (1993). A comparison of two measures of perfectionism. Personality and Individual Differences, 14, 119–126. https://doi.org/10.1016/0191-8869(93)90181-2
Frost, R. O., Marten, P., Lahart, C., & Rosenblate, R. (1990). The dimensions of perfectionism. Cognitive Therapy and Research, 14, 449–468. https://doi.org/10.1007/BF01172967
Frost, R. O., Turcotte, T. A., Heimberg, R. G., Mattia, J. I., Holt, C. S., & Hope, D. A. (1995). Reactions to mistakes among subjects high and low in perfectionistic concern over mistakes. Cognitive Therapy and Research, 19, 195–205. https://doi.org/10.1007/BF02229694
Goldberg, L. (1990). An alternative „description of personality”: The big-five factor structure. Journal of Personality and Social Psychology, 59, 1216–1229. https://doi.org/10.1037/0022-3514.59.6.1216
Haimovitz, K., & Dweck, C. S. (2016). What predicts children’s fixed and growth intelligence mind-sets? Not their parents’ views of intelligence but their parents’ views of failure. Psychological Science, 27, 859–869. https://doi.org/10.1177/0956797616639727
Hakulinen, L., & Auvinen, T. (2014). The effect of gamification on students with different achievement goal orientations. Proceedings – 2014 International Conference on Teaching and Learning in Computing and Engineering (LATICE 2014), pp. 9–16, Kuching, Malaysia. https://doi.org/10.1109/LaTiCE.2014.10
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? A literature review of empirical studies on gamification. Proceedings of 47th Hawaii International Conference on System Sciences, pp. 3025–34, Waikoloa, HI, USA. https://doi.org/10.1109/HICSS.2014.649
Hamari, J., & Koivisto, J. (2015). “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, 333–347. https://doi.org/10.1016/j.chb.2015.04.018
Handley, A. K., Egan, S. J., Kane, R. T., & Rees, C. S. (2014). The relationships between perfectionism, pathological worry and generalised anxiety disorder. BMC Psychiatry, 14, 98. https://doi.org/10.1186/1471-244X-14-98
Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11(4), 910–931. https://doi.org/10.1111/j.1083-6101.2006.00301.x
Hawkins, C. C., Watt, H. M. G., & Sinclair, K. E. (2006). Psychometric properties of the frost multidimensional perfectionism scale with Australian adolescent girls: Clarification of multidimensionality and perfectionist typology. Educational and Psychological Measurement, 66, 1001–1022. https://doi.org/10.1177/0013164405285909
Hennig, C. (2020). Trimcluster: Cluster analysis with trimming. https://CRAN.R-project.org/package=trimcluster
Hewitt, P. L., & Flett, G. L. (1991a). Dimensions of perfectionism in unipolar depression. Journal of Abnormal Psychology, 100, 98. https://doi.org/10.1037/0021-843X.100.1.98
Hewitt, P. L., & Flett, G. L. (1991b). Perfectionism in the self and social contexts: Conceptualization, assessment, and association with psychopathology. Journal of Personality and Social Psychology, 60(3), 456. https://doi.org/10.1037/0022-3514.60.3.456
Hřebíčková, M., Jelínek, M., Květon, P., Benkovič, A., Botek, M., & Sudzina, F. (2020). Big Five Inventory 2 (BFI-2): Hierarchický model s 15 subškálami [Big Five Inventory 2 (BFI-2): Hierarchical model with 15 subscales]. Československá Psychologie.
Inhelder, B., & Piaget, J. (1958). The growth of logical thinking from childhood to adolescence. Basic Books. https://doi.org/10.1037/10034-000
Jia, Y., Xu, B., Karanam, Y., & Voida, S. (2016). Personality-targeted gamification: A survey study on personality traits and motivational affordances. Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems - CHI ’16, pp. 2001–13, San Jose, California, USA. https://doi.org/10.1145/2858036.2858515.
Jowett, G. E., Hill, A. P., Hall, H. K., & Curran, T. (2016). Perfectionism, burnout and engagement in youth sport: The mediating role of basic psychological needs. Psychology of Sport and Exercise, 24, 18–26. https://doi.org/10.1016/j.psychsport.2016.01.001
Jung, J. H., Schneider, C., & Valacich, J. (2010). Enhancing the motivational affordance of information systems: The effects of real-time performance feedback and goal setting in group collaboration environments. Management Science, 56, 724–742. https://doi.org/10.1287/mnsc.1090.1129
Kaye, M. P., Conroy, D. E., & Fifer, A. M. (2008). Individual differences in incompetence avoidance. Journal of Sport and Exercise Psychology, 30, 110–132. https://doi.org/10.1123/jsep.30.1.110
Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144, 102495. https://doi.org/10.1016/j.ijhcs.2020.102495
Kuznetsova, A., Brockhoff, P. B., & Christensen, R. H. (2017). lmerTest package: Tests in linear mixed effects models. Journal of Statistical Software, 82(13), 1–26. https://doi.org/10.18637/jss.v082.i13
Lenth, R. (2020). Emmeans: Estimated marginal means, aka least-squares means. https://CRAN.R-project.org/package=emmeans
Lighthall, N. R., Mather, M., & Gorlick, M. A. (2009). Acute stress increases sex differences in risk seeking in the balloon analogue risk task. PLoS One, 4(7). https://doi.org/10.1371/journal.pone.0006002
Lighthall, N. R., Sakaki, M., Vasunilashorn, S., Nga, L., Somayajula, S., Chen, E. Y., Samii, N., & Mather, M. (2012). Gender differences in reward-related decision processing under stress. Social Cognitive and Affective Neuroscience, 7, 476–484. https://doi.org/10.1093/scan/nsr026
Lucas, K., & Sherry, J. L. (2004). Sex differences in video game play: A communication-based explanation. Communication Research, 31(5), 499–523. https://doi.org/10.1177/0093650204267930
Lynd-Stevenson, R. M., & Hearne, C. M. (1999). Perfectionism and depressive affect: The pros and cons of being a perfectionist. Personality and Individual Differences, 26(3), 549–562. https://doi.org/10.1016/S0191-8869(98)00170-6
Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R.E. Snow & M.J Farr (Eds.), Aptitude, learning, and instruction volume 3: Conative and affective process analyses (pp. 223–253). Lawrence Erlbaum Associates, Publishers.
McCrae, R. R., & Costa, P. T., Jr. (1997). Personality trait structure as a human universal. American Psychologist, 52, 509–516. https://doi.org/10.1037/0003-066X.52.5.509
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
Mekler, E. (2015). The Motivational Potential of Digital Games and Gamification - the Relation Between Game Elements, Experience and Behavior Change. University of Basel.
Mofield, E. L., & Parker Peters, M. (2015). Multidimensional perfectionism within gifted suburban adolescents: An exploration of typology and comparison of samples. Roeper Review, 37, 97–109. https://doi.org/10.1080/02783193.2015.1008663
Montola, M., Nummenmaa, T., Lucero, A., Boberg, M., & Korhonen, H. (2009). Applying game achievement systems to enhance user experience in a photo sharing service. Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, pp. 94–97, Tampere, Finland.
Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71, 450–454. https://doi.org/10.1016/j.chb.2016.11.062
Nicholls, J. G., Patashnick, M., & Nolen, S. B. (1985). Adolescents’ theories of education. Journal of Educational Psychology, 77, 683–692. https://doi.org/10.1037/0022-0663.77.6.683
Ozcelik, E., Cagiltay, N. E., & Ozcelik, N. S. (2013). The effect of uncertainty on learning in game-like environments. Computers & Education, 67, 12–20. https://doi.org/10.1016/j.compedu.2013.02.009
Park, C., Kim, D. G., Cho, S., & Han, H. J. (2019). Adoption of multimedia technology for learning and gender difference. Computers in Human Behavior, 92, 288–296. https://doi.org/10.1016/j.chb.2018.11.029
Parker, W. D. (1997). An empirical typology of perfectionism in academically talented children. American Educational Research Journal, 34, 545–562. https://doi.org/10.3102/00028312034003545
Parker, W. D. (2002). Perfectionism and adjustment in gifted children. In G. L. Flett & P. L. Hewitt (Eds.), Perfectionism: Theory, research, and treatment (pp. 133–148). American Psychological Association.
Parker, W. D., & Mills, C. J. (1996). The incidence of perfectionism in gifted students. Gifted Child Quarterly, 40, 194–199. https://doi.org/10.1177/001698629604000404
Parker, W. D., Portešová, S., & Stumpf, H. (2001). Perfectionism in mathematically gifted and typical Czech students. Journal for the Education of the Gifted, 25, 138–152. https://doi.org/10.1177/016235320102500203
Pedro, L. Z., Lopes, A. M. Z., Prates, B. G., Vassileva, J., & Isotani, S. (2015). Does gamification work for boys and girls? An exploratory study with a virtual learning environment. Proceedings of the ACM Symposium on Applied Computing, pp. 214–19, NY, US. https://doi.org/10.1145/2695664.2695752
Pfeiffer, S. I., & Stocking, V. B. (2000). Vulnerabilities of academically gifted students. Special Services in the Schools, 16, 83–93. https://doi.org/10.1300/J008v16n01_06
Plass, J. L., O’Keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013). The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of Educational Psychology, 105(4), 1050. https://doi.org/10.1037/a0032688
Portešová, Š, & Urbánek, T. (2013). Typology of perfectionism in a group of mathematically gifted Czech adolescents over one decade. The Journal of Early Adolescence, 33, 1116–1144. https://doi.org/10.1177/0272431613487603
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of videogame engagement. Review of General Psychology, 14, 154–166. https://doi.org/10.1037/a0019440
R Core Team. (2017). R: A language and environment for statistical computing. Vienna, Austria: R Foundation for Statistical Computing. https://www.R-project.org/
Revelle, W. (2017). psych: Procedures for Psychological, Psychometric, and Personality Research. Northwestern University. https://cran.r-project.org/web/packages/psych/index.html
Rice, K. G., & Ray, M. E. (2018). Perfectionism and the gifted. In S. I. Pfeiffer, E. Shaunessy-Dedrick, & M. Foley-Nicpon (Eds.), APA Handbook of Giftedness and Talent (pp. 645–58). American Psychological Association. https://doi.org/10.1037/0000038-042
Santos, A. C. G., Oliveira, W., Hamari, J., Rodrigues, L., Toda, A. M., Palomino, P. T., & Isotani, S. (2021). The relationship between user types and gamification designs. User Modeling and User-Adapted Interaction. https://doi.org/10.1007/s11257-021-09300-z
Schneider, W. J., & McGrew, K. S. (2018). The cattell-horn-carroll theory of cognitive abilities. In D. P. Flanagan & E. M. McDonough (Eds.), Contemporary intellectual assessment: Theories, tests, and issues (4th ed., pp. 73–163). The Guilford Press.
Schuler, P. A. (2000). Perfectionism and gifted adolescents. Journal of Secondary Gifted Education, 11(4), 183–196. https://doi.org/10.4219/jsge-2000-629
Shen, W. C. M., Liu, D., Santhanam, R., & Evans, D. A. (2016). Gamified technology-mediated learning: The role of individual differences. Proceedings of the Pacific Asia Conference on Information Systems (PACIS). https://aisel.aisnet.org/pacis2016/47
Silverman, L. K. (2007). Perfectionism: The crucible of giftedness. Gifted Education International, 23(3), 233–245. https://doi.org/10.1177/026142940702300304
Slaney, R. B., & Ashby, J. S. (1996). Perfectionists: Study of a criterion group. Journal of Counseling & Development, 74(4), 393–398. https://doi.org/10.1002/j.1556-6676.1996.tb01885.x
Smiderle, R., Rigo, S. J., Marques, L. B., de Miranda Coelho, J. A. P., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7, 1–11. https://doi.org/10.1186/s40561-019-0098-x
Soto, C. J., & John, O. P. (2009). Ten facet scales for the big five inventory: Convergence with NEO PI-R facets, self-peer agreement, and discriminant validity. Journal of Research in Personality, 43, 84–90. https://doi.org/10.1016/j.jrp.2008.10.002
Soto, C. J., & John, O. P. (2017a). Short and extra-short forms of the big five inventory–2: The BFI-2-S and BFI-2-XS. Journal of Research in Personality, 68, 69–81. https://doi.org/10.1016/j.jrp.2017.02.004
Soto, C. J., & John, O. P. (2017b). The next big five inventory (BFI-2): Developing and assessing a hierarchical model with 15 facets to enhance bandwidth, fidelity, and predictive power. Journal of Personality and Social Psychology, 113, 117–143. https://doi.org/10.1037/pspp0000096
Speirs Neumeister, K. L. (2004). Factors influencing the development of perfectionism in gifted college students. Gifted Child Quarterly, 48, 259–274. https://doi.org/10.1177/001698620404800402
Stoeber, J., & Childs, J. H. (2011). Perfectionism. In R. J. R. Levesque (Ed.). Encyclopedia of Adolescence (Vol. 4), pp. 2053–59. Springer. https://doi.org/10.1007/978-1-4419-1695-2_279
Stoeber, J. (2012). Perfectionism and performance. In S. M. Murphy (Ed.), Oxford Handbook of Sport and Performance Psychology (pp. 294–306). Oxford University Press. https://doi.org/10.1093/oxfordhb/9780199731763.013.0015
Stoeber, J. (2011). The dual nature of perfectionism in sports: Relationships with emotion, motivation, and performance. International Review of Sport and Exercise Psychology, 4, 128–145. https://doi.org/10.1080/1750984X.2011.604789
Stoeber, J. (2018). The psychology of perfectionism: An introduction. In J. Stoeber (Ed.), The psychology of perfectionism: Theory, research, applications (pp. 3–16). Routledge/Taylor & Francis Group.
Stoeber, J., & Eismann, U. (2007). Perfectionism in young musicians: Relations with motivation, effort, achievement, and distress. Personality and Individual Differences, 43, 2182–2192. https://doi.org/10.1016/j.paid.2007.06.036
Stoeber, J., & Otto, K. (2006). Positive conceptions of perfectionism: Approaches, evidence, challenges. Personality and Social Psychology Review, 10, 295–319. https://doi.org/10.1207/s15327957pspr1004_2
Stricker, J., Buecker, S., Schneider, M., & Preckel, F. (2020). Intellectual giftedness and multidimensional perfectionism: A meta-analytic review. Educational Psychology Review, 32(2), 391–414. https://doi.org/10.1007/s10648-019-09504-1
Swift, V., & Peterson, J. B. (2018). Improving the effectiveness of performance feedback by considering personality traits and task demands. PLoS ONE. https://doi.org/10.1371/journal.pone.0197810
Tabri, N., Werner, K. M., Milyavskaya, M., & Wohl, M. J. A. (2018). Perfectionism predicts disordered gambling via financially focused self-concept. Journal of Gambling Issues, 2018(38), 252–267. https://doi.org/10.4309/jgi.2018.38.13
Tops, M., Koole, S. L., & Wijers, A. A. (2013). The Pe of perfectionism: Concern over mistakes predicts the amplitude of a late frontal error positivity. Journal of Psychophysiology, 27(2), 84–94. https://doi.org/10.1027/0269-8803/a000090
Van den Bos, R., Harteveld, M., & Stoop, H. (2009). Stress and decision-making in humans: Performance is related to cortisol reactivity, albeit differently in men and women. Psychoneuroendocrinology, 34(10), 1449–1458. https://doi.org/10.1016/j.psyneuen.2009.04.016
Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: The role of competition. Second International Conference on Entertainment Computing, Pittsburgh, USA. https://doi.org/10.1145/958720.958735
Wang, X., Schneider, C., & Valacich, J. S. (2012). Fine-tuning group collaboration environments: How differences in general causality orientation and performance targets shape interaction and performance. Proceedings of the Annual Hawaii International Conference on System Sciences, pp. 553–61, Maui, HI, USA. https://doi.org/10.1109/HICSS.2012.281
Wechsler, D. (2008). Wechsler Adult Intelligence Scale (4th ed.) [Measurement instrument]. Pearson. https://doi.org/10.1037/t15169-000
Wechsler, D. (2014). Wechsler Intelligence Scale for Children (5th ed.) [Measurement instrument]. Pearson.
Weiß, R. H. (2006). Grundintelligenztest Skala 2 – revision (CFT 20-R) [Culture Fair Intelligence Test 20–revision] [Measurement instrument]. Hogrefe.
Werbach, K., & Hunter, D. (2011). Serious gamification [WWW Document]. In Win Serious Gamification Symp. http://gamifyforthewin.com (accessed 28.09.2021).
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
Wickham, H., Averick, M., Bryan, J., Chang, W., McGowan, L., François, R., Grolemund, G., Hayes, A., Henry, L., Hester, J., Kuhn, M., Pedersen, L. T., Miller, E., Bache, S. M., Müller, K., Ooms, J., Robinson, D., Seide, D. P., Spinu, V., & Yutani, H. (2019). Welcome to the tidyverse. Journal of Open Source Software, 4, 1686. https://doi.org/10.21105/joss.01686
Wilcox, R. R. (2017). Modern statistics for the social and behavioral sciences: A practical introduction. CRC Press, Taylor & Francis Group. https://doi.org/10.1201/9781315154480
Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for gender: Gender roles and behaviors among online gamers. Journal of Communication, 59(4), 700–725. https://doi.org/10.1111/j.1460-2466.2009.01453.x
Wise, S. L., & DeMars, C. E. (2005). Low examinee effort in low-stakes assessment: Problems and potential solutions. Educational Assessment, 10(1), 1–17. https://doi.org/10.1207/s15326977ea1001_1
Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522–546. https://doi.org/10.1177/0735633120969214
Funding
This study is part of the project “MUNI/A/1548/2021”, and it received support from the Grant Projects of Specific Research Program at the Masaryk University Faculty of Social Studies.
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Conflict of interest
The authors declare that they have no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.
About this article
Cite this article
Portešová, Š., Jabůrek, M., Rečka, K. et al. To Click, or Not to Click? Perfectionism and the Association of Gender and Competitiveness on Game-Point Monitoring. Tech Know Learn 28, 1841–1870 (2023). https://doi.org/10.1007/s10758-022-09625-7
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10758-022-09625-7