Defeat Means Friendship: Does Competitive Play Prepare Children for Cooperation?

Authors

  • Matteo Cesco-Frare Fondazione Collegio Pio X
  • Francasca Maria Dagnino Istituto Tecnologie Didattiche, Consiglio Nazionale delle Ricerche (CNR-ITD) https://orcid.org/0000-0002-2416-702X
  • Michele Masini V.I.E. (Valorizzazione Innovazione Empowerment) s.r.l https://orcid.org/0000-0002-8034-9194
  • Marcello Passarelli Istituto Tecnologie Didattiche, Consiglio Nazionale delle Ricerche (CNR-ITD) https://orcid.org/0000-0002-7991-8812
  • Tommaso Francesco Piccinno V.I.E. (Valorizzazione Innovazione Empowerment) s.r.l

DOI:

https://doi.org/10.34190/ecgbl.20.2.5407

Keywords:

board games, cooperation, competition, social-emotional learning, primary education, behavioural observation

Abstract

Cooperative and competitive board games each have documented value for social-emotional learning (SEL), but whether the order in which children encounter them matters is largely unexplored.  Teachers may be tempted to begin with cooperative games; yet cooperation may depend on regulatory skills that competitive play is better suited to develop, and cooperative formats can conceal tensions that competitive play surfaces. We present a work-in-progress quasi-experimental study in four 2nd-grade classes (N = 86, ages 7-8). Students were assigned to competitive-first or cooperative-first sequences across eight monthly board-game sessions (Oct 2025 - May 2026). Social behaviours are coded during each session using a purpose-built 23-item instrument spanning Collaboration, Misconduct, Conflict, Emotionality, and Strategy and Support; pre- and post-intervention teacher questionnaires complement the observational data. Preliminary analysis of the pre-transition phase (12 sessions, 289 behaviours) shows that positively-coded behaviours are twice as frequent in cooperative (55%) as in competitive (28%) sessions, with indicators such as joint planning and accepting defeat positively concentrated in the former, and rule-breaking and coalition-forming in the latter — a contrast describing what each format elicits, not the children’s competence. Two classes show dissonances between baseline teacher ratings and observed behaviour, suggesting that structured gameplay surfaces regulatory demands the classroom context conceals. Post-transition data will test the sequencing hypothesis directly.

Author Biographies

Matteo Cesco-Frare , Fondazione Collegio Pio X

Matteo Cesco-Frare is an elementary school teacher and expert trainer, specialized in game-based learning and gamification. With a bachelor’s degree in Elementary Education, a master’s degree in the field, and Play Operator certification,  he has been applying and promoting intelligent play as a teaching, educational, and inclusive tool for years

Francasca Maria Dagnino, Istituto Tecnologie Didattiche, Consiglio Nazionale delle Ricerche (CNR-ITD)

Francesca Dagnino is a senior researcher at CNR-ITD. Her research work is mainly related to game-based learning and gamification, learning design, and e-inclusion. She has led and worked in the research teams of several national and international projects on Game Based Learning.

Michele Masini, V.I.E. (Valorizzazione Innovazione Empowerment) s.r.l

Michele Masini has a PhD in Psychology, Anthropology, and Cognitive Sciences from the University of Genoa. His research and projects focus on nontechnical skills, high-fidelity simulation training and board game ergonomics. He co-founded V.I.E. SRL, a consulting rm specializing in human factors and organizational safety.

Marcello Passarelli, Istituto Tecnologie Didattiche, Consiglio Nazionale delle Ricerche (CNR-ITD)

Marcello Passarelli is a researcher at CNR-ITD, focusing on game-based learning and quantitative methods in education. He participated in multiple research projects on games, including Gaming Horizons, a H2020 project investigating the educational, psychological, and ethical implications of games and gamification.

Tommaso Francesco Piccinno , V.I.E. (Valorizzazione Innovazione Empowerment) s.r.l

Tommaso Francesco Piccinno has a PhD in Psychology, Anthropology, and Cognitive Sciences from the University of Genoa, specializing in organizational psychology. His research focuses on nontechnical skills and ergonomics, including board game ergonomics. He co-founded V.I.E. SRL, a consulting rm specializing in human factors and organizational safety.

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Published

2026-09-28