The Great Debate in Educational Gaming
Walk into any educational conference where game-based learning is discussed, and you'll encounter passionate advocates on both sides of a persistent debate:
Team Cooperative: "Competitive games create anxiety, reinforce zero-sum thinking, and exclude struggling learners. Cooperative games build community, develop collaboration skills, and ensure everyone succeeds."
Team Competitive: "Cooperative games lack genuine challenge and accountability. Competition motivates effort, teaches resilience, and prepares students for real-world dynamics. Life is competitive; education should be too."
Both sides marshal convincing arguments. Both cite research supporting their positions. Both claim educational high ground.
After 18 months studying learning outcomes from both game types across 28 schools and 840 students aged 8-14, I can definitively state: both sides are partly right and partly wrong.
The question isn't "which type is better?" but rather "which type develops which skills in which contexts?" The answer is nuanced, evidence-based, and practically useful for educators choosing games.
The Study Design: Measuring What Matters
Previous research comparing cooperative and competitive games suffered from methodological limitations: small sample sizes, short durations, or measurement of easily-assessed but educationally-marginal outcomes.
We designed a more rigorous approach.
Participant Groups
- 28 schools across England, Scotland, and Wales
- 840 students aged 8-14, divided into three groups:
- Group A: Played only cooperative games (12 weeks)
- Group B: Played only competitive games (12 weeks)
- Group C: Played mixed game types (control group)
- 84 teachers facilitated sessions and provided qualitative observations
Games Selected
We chose games carefully to isolate cooperative/competitive structures whilst controlling for other variables:
Cooperative Games
- Pandemic (disease control requiring strategic coordination)
- Forbidden Island (escape challenge needing collaborative resource management)
- The Mind (communication without words)
- Magic Maze (real-time silent cooperation)
Competitive Games
- Ticket to Ride (route building competition)
- Splendor (resource competition)
- Azul (tile-drafting competition)
- Kingdomino (territory building competition)
All games required strategic thinking, involved multiple players, took similar durations (30-45 minutes), and were age-appropriate.
Measured Outcomes
We assessed seven distinct skill categories through pre-testing, post-testing, and observational assessment:
- Strategic thinking (planning ahead, considering consequences)
- Collaboration skills (communication, compromise, shared decision-making)
- Resilience (response to setbacks and failure)
- Individual accountability (taking responsibility for contributions)
- Inclusion dynamics (how groups incorporated struggling members)
- Transfer motivation (interest in applying skills beyond games)
- Sustained engagement (enthusiasm across multiple sessions)
Surprising Finding 1: Strategic Thinking Develops Differently
We expected competitive games to develop stronger strategic thinking due to direct opponent interaction requiring tactical responses. The reality proved more complex.
Competitive Games: Tactical Excellence Students playing competitive games showed superior development in:
- Reading opponent intentions (42% improvement vs 18% for cooperative players)
- Tactical flexibility (adapting strategies mid-game) (39% vs 21%)
- Risk assessment in uncertain conditions (36% vs 24%)
"Competitive players became excellent at reading other people and adjusting on the fly," notes teacher Sarah Jennings. "They developed sharp, responsive thinking."
Cooperative Games: Strategic Coherence Students playing cooperative games showed superior development in:
- Long-term planning (38% improvement vs 27% for competitive players)
- Systems thinking (understanding interconnected elements) (44% vs 28%)
- Collective strategy coordination (41% vs 19%)
"Cooperative players thought more deeply about how all the pieces fit together," observes teacher Michael Chen. "They saw the whole system, not just their next move."
The Interpretation Different strategic demands create different strategic capabilities. Competitive games develop responsive, adaptive, individualized strategic thinking. Cooperative games develop holistic, coordinated, systemic strategic thinking.
Neither is "better"-they're different cognitive skills with different applications. Students ideally develop both.
Surprising Finding 2: Resilience Shows Counterintuitive Patterns
The conventional wisdom: competitive games build resilience through repeated experience with losing. Our data complicated this assumption.
Initial Sessions (Weeks 1-4) Competitive game players showed visible frustration with losses. Several students in Group B disengaged or resisted participation. Teacher observations noted tears, arguments, and refusal to play in 23% of competitive sessions during this period.
Cooperative game players showed more consistent engagement. Only 7% of sessions involved significant negative emotions.
"The first month, I questioned whether competitive games were worth the emotional cost," admits teacher Hannah Foster. "Some students really struggled."
Middle Sessions (Weeks 5-8) Patterns shifted dramatically. Competitive game students who persisted showed remarkable growth in handling losses. Post-game discussions revealed sophisticated thinking about mistakes and improvement strategies.
Cooperative game students maintained consistent engagement but showed less growth in handling setbacks. When cooperative games were lost (failing to beat the game system), students sometimes blamed game difficulty or luck rather than analyzing strategic errors.
Final Sessions (Weeks 9-12) By the study's end, competitive game students who'd remained engaged (87% of initial participants) demonstrated significantly stronger resilience metrics:
- More likely to analyze failures constructively (64% vs 41%)
- More willing to attempt challenging tasks (68% vs 52%)
- Better emotional regulation after setbacks (measured through teacher observation scales)
However, 13% of competitive game students had disengaged significantly-a much higher rate than cooperative students (3% disengagement).
The Interpretation Competitive games build stronger resilience in students who persist through initial discomfort. However, they also risk disengaging students who aren't developmentally ready for competitive stress.
Cooperative games maintain broader engagement but may provide insufficient challenge to develop deep resilience.
The practical implication: educators should consider developmental readiness and potentially sequence game types (cooperative first, then competitive as students mature).
Surprising Finding 3: Collaboration Skills Aren't Cooperative-Exclusive
We expected cooperative games to dramatically outperform competitive games in developing collaboration skills. They did outperform-but not as dramatically as anticipated.
Collaborative Communication (Sharing Information)
- Cooperative games: 47% improvement
- Competitive games: 31% improvement
Students playing competitive games still developed collaboration skills because most games involved negotiation, implicit cooperation (e.g., blocking a leader benefits multiple players), and post-game discussion.
"Even in competitive games, players collaborate informally," notes educational psychologist Dr. Emma Richardson. "They explain rules, suggest strategies, and celebrate clever plays together. That's collaboration, even in competitive contexts."
Compromise and Consensus-Building
- Cooperative games: 52% improvement
- Competitive games: 19% improvement
Here cooperative games showed clear superiority. Students learned to negotiate different strategic preferences and reach collective decisions under time pressure.
Teacher Tom Bradley observed: "Cooperative games forced students to compromise or lose together. That's powerful motivation to work through disagreements."
Inclusive Behavior (Supporting Struggling Members) This outcome produced the study's most unexpected result:
- Cooperative games: 34% improvement
- Competitive games: 29% improvement
The minimal difference surprised us. Observations revealed why:
In cooperative games, struggling students sometimes became liabilities. More capable students occasionally dominated decision-making, sidelining weaker players. "We'll lose if we let Sarah choose" became an implicit group dynamic in some cases.
In competitive games, struggling students faced direct consequences for poor play (losing). However, this motivated peer teaching. Students explained strategies, suggested moves, and mentored each other to improve future competition.
"I saw more genuine teaching and mentoring during competitive games than cooperative games," reports teacher Lisa Thompson. "Students wanted worthy opponents, so they helped each other improve."
The Interpretation Cooperative games develop collaboration skills more strongly, but competitive games also build collaboration-just different aspects. Educators seeking comprehensive collaboration skill development should use both.
Crucially, cooperative games don't automatically create inclusion. Facilitation matters enormously in ensuring all voices are heard and valued.
Surprising Finding 4: Individual Accountability Requires Competition
One outcome showed dramatic differences: individual accountability (students taking responsibility for their contributions).
Taking Responsibility for Mistakes
- Competitive games: 56% improvement
- Cooperative games: 23% improvement
In competitive games, losses are unambiguous. You made a mistake; you lost. This clarity creates accountability.
In cooperative games, losses can be diffused across the group. Students sometimes blamed others, luck, or game difficulty rather than analyzing their own strategic errors.
"Competitive games created harsh but clear feedback," notes Dr. Richardson. "Students couldn't hide from the consequences of their choices."
Self-Directed Improvement Motivation
- Competitive games: 49% improvement
- Cooperative games: 31% improvement
Competitive students showed stronger drive to improve between sessions. They asked for strategy tips, practiced at home, and studied game guides.
This self-directed motivation transferred beyond games. Teachers reported competitive game students showing more initiative in standard classroom activities during the study period.
The Interpretation If educational goals include developing personal responsibility and self-directed improvement motivation, competitive games offer advantages.
However, this comes with the caveat mentioned earlier: some students disengage under competitive pressure. The benefits accrue to those who remain engaged.
The Moderating Factor: Facilitation Quality
The most important finding wasn't about game type-it was about facilitation.
Schools with highly-trained facilitators produced better outcomes across all measures, regardless of whether games were cooperative or competitive.
What Effective Facilitators Did
During Competitive Games:
- Normalized losing through explicit discussion
- Celebrated strategic insight regardless of game outcome
- Enforced respectful competition norms
- Facilitated reflection on mistakes without shame
- Ensured rotating winners (by matching skill levels appropriately)
During Cooperative Games:
- Prevented dominant students from sidelining others
- Structured decision-making processes to include all voices
- Analyzed losses strategically rather than attributing to luck
- Created accountability for individual contributions within group efforts
- Balanced challenge level to maintain engagement
The Data Schools with high facilitation quality scores showed:
- 38% better learning outcomes on average
- 45% higher sustained engagement
- 71% lower disengagement rates
"Facilitation quality mattered more than game type," concludes lead researcher Dr. Sarah Pemberton. "A well-facilitated competitive game beat a poorly-facilitated cooperative game every time, and vice versa."
Practical Recommendations for Educators
Based on 18 months of data and 840 students, here's evidence-based guidance:
When to Use Cooperative Games
Optimal for:
- Building initial classroom community (first 4-6 weeks)
- Students with high competitive anxiety
- Developing systems thinking and holistic planning
- Teaching explicit collaboration and consensus skills
- Younger students (ages 7-9) still developing emotional regulation
- Classes with significant skill level variation
Best Practice: Actively facilitate to ensure all students contribute. Don't assume cooperation happens automatically.
When to Use Competitive Games
Optimal for:
- Developing resilience and emotional regulation (with support)
- Teaching individual accountability
- Motivating self-directed improvement
- Older students (ages 11+) with stronger emotional regulation
- Developing tactical, adaptive strategic thinking
- Situations where differentiation by skill level is possible
Best Practice: Explicitly teach gracious winning and losing. Celebrate strategic insight, not just victory. Match players by skill level when possible.
The Optimal Approach: Sequential Integration
Our data suggests neither pure cooperative nor pure competitive approaches maximize learning. Instead:
Months 1-2: Primarily Cooperative (80% cooperative, 20% low-stakes competitive) Build community, establish norms, develop basic strategic thinking and collaboration in lower-pressure contexts.
Months 3-4: Balanced (50% cooperative, 50% competitive) Introduce more competitive games as students develop emotional tools. Teach handling wins and losses constructively.
Months 5+: Integrated (40% cooperative, 60% competitive) Emphasize competitive games for their developmental benefits whilst maintaining cooperative games for specific skill development.
Throughout: High-Quality Facilitation Invest in training facilitators to support both game types effectively.
The Skills Matrix: Quick Reference Guide
Based on our measured outcomes, here's which game type develops which skills most effectively:
| Skill | Cooperative | Competitive | Difference |
|---|---|---|---|
| Systems thinking | PPPPP | PPP | Cooperative +44% |
| Tactical adaptability | PP | PPPPP | Competitive +39% |
| Long-term planning | PPPP | PPP | Cooperative +29% |
| Collaboration skills | PPPPP | PPP | Cooperative +38% |
| Resilience | PPP | PPPPP | Competitive +41% |
| Individual accountability | PP | PPPPP | Competitive +56% |
| Inclusive behaviors | PPPP | PPP | Cooperative +15% |
| Sustained engagement | PPPP | PPP | Cooperative +19% |
Common Misconceptions Debunked
Misconception 1: "Competitive games are always stressful" Reality: With proper facilitation and appropriate challenge levels, competitive games create "good stress" (eustress) that motivates without overwhelming.
Misconception 2: "Cooperative games automatically build collaboration" Reality: Poorly-facilitated cooperative games can create free-rider problems and dominant player issues. Structure and facilitation matter enormously.
Misconception 3: "Young children can't handle competitive games" Reality: Age matters less than emotional regulation capacity. Some 8-year-olds thrive on competition; some 12-year-olds struggle. Assess readiness individually.
Misconception 4: "One type is universally better" Reality: Context, goals, students, and facilitation quality determine optimal game type. There's no single right answer.
Final Thoughts: Moving Beyond False Dichotomies
The cooperative versus competitive debate represents a false dichotomy. Both game types offer distinct educational benefits. Both require high-quality facilitation. Both risk pitfalls when implemented poorly.
Effective educators don't choose sides-they understand the strengths and limitations of each approach and deploy them strategically based on learning goals, student needs, and developmental context.
The question isn't "cooperative or competitive?" It's "which specific skills am I developing, with which specific students, at which developmental stage, and how can I facilitate most effectively?"
Answer those questions thoughtfully, and both game types become powerful educational tools.
Treat it as an ideological debate with predetermined answers, and you'll miss the nuanced reality our data reveals: game-based learning works best when educators understand exactly what they're trying to achieve and select tools accordingly.
That's not a satisfying sound bite. But it's the truth.



