Journal of Information Technology and Applications Vol. 10, No. 2, pp. 31-40 2016 Investigation of the Influence of Gameplay Anonymity and Cooperation Mode on an English Vocabulary learning Game Jia-Jiunn Lo* and Yu-Jun Lin Department of Information Management, Chung Hua University, Taiwan ([email protected]) Abstract Recently, digital game-based learning has got more interest. Its effect is highly determined by the way how students perceive educational games. Students as players may have different perceptions of educational games depending on contextual factors such as gameplay anonymity and cooperation. Anonymous environments hide players’ personal profiles, hence decrease social pressure which in turn may influence players’ behaviors. The existence of cooperation between players may have impacts on players’ behaviors, too. These factors may in turn influence players’ learning and motivation in the game-based learning environment. As a consequence, this study investigated the influence of gameplay anonymity for different competition/cooperation modes of an multiplayer English vocabulary learning game. A class of twenty six fourth grade elementary school students were recruited and exposed to four gameplay modes including anonymous/cooperation, non-anonymous/cooperation, anonymous/no cooperation, and non-anonymous/no cooperation. An English vocabulary learning attitude questionnaire and a game attitude questionnaire were completed by the participants. Though there were no significant differences of participants’ English vocabulary learning attitude before and after the experiment, the experimental results revealed that the game used in this study is a well-designed digital game-based English vocabulary learning program with both high “education” and “entertainment” ingredients. The results also showed that both gameplay anonymity and cooperation did have impacts on participants’ attitude toward the game. Keyword: gameplay anonymity, gameplay cooperation, English vocabulary learning game, English vocabulary learning attitude, game attitude grew up with the computer and the applications of information technologies on educational contexts are increasingly getting popular worldwide. One characteristic of computers is their “patience” in repetition and recycling tasks which conform to the repeated exposure and practice requirements of vocabulary learning (Chen & Lo, 2011). Digital educational games suggest a new learning paradigm of learning by playing within visual and interesting environments to capture learners’ interests, encourage active learning, develop learning by doing, and trigger motivation and enjoyment (Regueras et al., 2009) and have been broadly integrated into language learning applications. They are particularly effective in learning boring materials such as vocabulary learning (Prensky, 2001). While playing games, players as learners take control of the learning processes so that they are more willing to learn actively (Chen & Lo, 2011). Games are primarily social processes and learning mechanisms common to all cultures. They are usually designed to compete with people or with time to stimulate players (Hwang, et al., 2013). Vandercruysee et al. (2013) stated that including 1. Introduction Comparing to other EFL (English as a Foreign Language) learners, English learning is particularly challenging for Taiwanese students because Chinese and English are vastly different languages. The most serious obstacle is not lack of various reading strategies but insufficient English vocabulary (Chen & Lo, 2011; Smith et al., 2013). Shemesh & Waller (2000) pointed out that to enhance vocabulary acquisition abilities, practice is indispensable. They even stated that “No practice, no learning!” However, vocabulary learning is a terrible experience for most learners in Taiwan. They usually think it is boring to memorize vocabulary and the outcome is often limited and even frustrating (Chen & Lo, 2011; Smith et al., 2013). Therefore, how to improve people’s English vocabulary learning abilities has become an unavoidable issue in Taiwan. It has been acknowledged that the effect of instruction is highly determined by the way how students perceive the instruction (Vandercruysee et al., 2013). Contemporary students are digital natives who 1 Journal of Information Technology and Applications Vol. 10, No. 2, pp. 31-40 2016 competition in educational games may not only affect players’ learning results but also their engagement or motivation by providing additional challenge, attention, motivational and active participation. Incorporating competition into educational games has both positive and negative effects (Lin et al., 2010). The positive effects of competition include stimulating the learning motivation which in turn promotes learning and sometimes shorten the whole learning processes (Burguillo, 2010; Regueras et al., 2009). In multiplayer games, players can achieve better comprehension, retain the information longer, and enjoy learning more with active learning methodologies which can be structured to force learners to compete each other. The potential negative effects include the less trust between peers with the stress from competition and the reduction of motivation of incapable learners (Lin et al., 2010). Therefore, it is worthy to find solutions to take advantage from competitive learning with minimizing the negative effects. In multiplayer games, players’ social behaviors are to maximize their own rewards and minimize their costs (Hong et al., 2012). It is important to realize inter-individual and intra-individual differences of how students act in educational games (Vandercruysee et al., 2013). Researchers have paid more attention on designing game-based learning by combining competition and cooperation to moderate the negative effects of competitive learning and take the advantages of collaborative learning (Alessi & Trollip, 2001; Fu et al., 2009). The competition type and in-group cooperation may have impacts on players’ behaviors in the game-based learning environment, which in turn influence their learning performances and motivation (Bailey et al., 2012; Vandercruysee et al., 2013). Anonymity may regulate individual psychological states and perceptions, hence has an important impact on the individual behavior (Blau & Caspi, 2008; Dufwenberg & Muren, 2006). In the context of digital game-based learning, especially multiplayer games, in which competition is usually embedded, the moderating effect of anonymity may have important implications (Yu et al., 2008). By asking thirty six junior high school students to be exposed to different competitive modes in an educational board game, Yu et al. (2002) found that players preferred anonymous mode and disliked non-anonymous (face-to-face) mode. Players indicated that anonymous mode is more exciting, more stimulating because it is mysterious, more challenging, less stressful, less harmful to friendships, and easier to overcome stereotyping usually prevailing in the classroom as to who is performing well and bad. Blau & Caspi (2008) also addressed that anonymity in cyberspace may serve as a shield to decrease the fear of criticism, therefore enhances participation and leads to a more risky behavior such as answering questions. On the other hand, in non-anonymous mode, players are easier to quarrel with opponents which may have a negative effect on interpersonal relationships, stressful to compete with those generally perform well in class, feeling terrifying and strained. Moreover, in a non-anonymous game, players may face those who they dislike in real life (Yu et al., 2002). There must be some minimal level of trust if players mutually succeed in playing a game in which they are engaged (Reynolds, 2012). Though Yu et al. (2002) addressed that anonymity may have advantages players prefer, it may not generate genuine trust through interactions in that anonymity lacks of identity, personal characteristics, and inscrutable social setting and clear roles (Reynolds, 2012). Massively multiplayer online games (MMOGs) usually possess a degree of identification with the created characters, hence mutual trust can be generated. Recently, the impacts of anonymity on behaviors have been investigated by researchers in areas such as social psychology and group decision making process (Dufwenberg & Muren, 2006; Knight & Chao, 1989). However, the impacts of anonymity in the context of multiplayer educational games which integrate different group cooperation levels into competition has rarely been investigated. It is therefore important to explore how players play in multiplayer educational games with different anonymous conditions under different competition and cooperation contexts to have a better understanding of how to implement digital game-based learning in practice. As a consequence, this study investigated the influence of gameplay anonymity and cooperation modes on a multiplayer educational game. 2. Methodology 2.2.1 VocaMono Game This study was conducted with a multiplayer English vocabulary learning game, VocaMono (Lo & ALMaghalsah, 2014; Lo & Hsin, 2014). VocaMono is a multiplayer competitive game which effectively integrated the gameplay and pedagogy designs for English vocabulary learning. This game is adapted from famous family-friendly games, Monopoly, Unscramble, and Scrabble. It takes the advantages of competitive learning to stimulate players’ motivation to learn English vocabulary. Being adapted from the famous game Monopoly, though being added with vocabulary learning activities, VocaMono is designed as a competitive multiplayer game which has similar gameplay rules with which players are familiar. Figure 1 illustrates the no cooperation mode 2 Journal of Information Technology and Applications Vol. 10, No. 2, pp. 31-40 2016 VocaMono game board interface. The number of alphabet tiles is seven. In each turn, the system firstly randomly selects a word, whose length does not exceed seven alphabets, from the vocabulary database. If the length of a selected word is less than seven, the remaining tiles are randomly chosen. These selected alphabet tiles are randomly ordered. For example, if the word PLAY is selected and the remaining three alphabets I, G, and N are randomly selected with the order A1, P3, Y4, G2, N1, I1, L1. Players can find words with any combination of alphabet orders. With this design, players can find the target word, PLAY (3+1+1+4=9 points), or other words, e.g. LIP (1+1+3=5 points), PAY (with 3+1+4=8 points). In VocaMono, three pedagogical scaffolding tools, Class vocabulary book, Personal vocabulary book, and Dictionary, are developed to facilitate learning. Class vocabulary book includes target words corresponding to class progress and the current learning goal is to facilitate players to acquire these words. Higher selection probabilities are assigned to words in Class vocabulary book than other words to make players have more opportunities to practice. Furthermore, to encourage players to practice words in Class vocabulary book to achieve the learning goal, if a word in Class vocabulary book is correctly spelled, double credit points will be rewarded for this word. All players share the same Class vocabulary book and they can always look up Class vocabulary book as references to find words. Class vocabulary book lists the target words to be learnt and raises players’ interests by doubling the credit points, hence enhance their adherence to learn target words. Unlike Class vocabulary book is shared by all players, Personal vocabulary book records the correctly spelled words of an individual player during the gameplay. The player can review his/her own Personal vocabulary book. At the end of the gameplay, Personal vocabulary book provides summary of players’ learning report, which can be used to estimate their competence of vocabulary learning. Dictionary is designed to facilitate players to implement the trial and error process in spelling and recognizing words. VocaMono has been designed to have unique educational game characteristics that are of interest to vocabulary learning. (1) Word spelling practices in VocaMono are embedded micro winning rules to achieve the ultimate goal of becoming the richest player. Players are motivated to find higher-point words which are target words to be learnt and are usually more difficult than words with lower points. (2) Players need to simultaneously integrate four cognitive abilities, verbal, visuospatial, numerical, and strategic, to successfully play the game. (3) Requiring players to spell words by dragging and dropping from alphabet tiles is consistent to the Figure 1: Illustration of VocaMono Game Board (no cooperation mode) In this game, each player has two attributes: money and credit. The ultimate game goal of a player is to become the richest player. Players play the game synchronously. The player first clicks two rolling dices to show the number of steps which his/her token moves forward along the path on the game board. Conati & Manske (2009) addressed that games have limited pedagogical effects unless they are integrated with instructional activities. The vocabulary learning activities are integrated into the gameplay rules by requiring the player to find a correctly spelled word by dragging and dropping a series of alphabet tiles. Spelling words correctly can increase players’ credit points which can be used to trade cards to play the game strategically. Two types of cards are designed: Self-reinforcement cards to increase self-competitiveness (e.g., “controlling dice numbers”) and Trap cards to attack others (e.g., “destroying a house”). The player may choose to use cards before spelling words. Players find words either by recalling from memory or by trial and error with any combination of alphabets. If a word is correctly spelled, the word’s Chinese translation and type (noun, verb,…) will be shown and the player’s credit points increase based on the sum of each alphabet’s point. Adopted from the spelling game Scrabble, alphabets’ points are based on alphabets’ possibilities to form words so that players are encouraged to spell more difficult words (Table 1). Table 1: The alphabet points Point Alphabet 1 A, E, I, L, N, O, R, S, T, U 2 D, G 3 B, C, M, P 4 F, H, V, W, Y 5 K 8 J, X 10 Q, Z 3 Journal of Information Technology and Applications Vol. 10, No. 2, pp. 31-40 2016 players’ identities were shown in non-anonymous modes. The cooperation modes were implemented by exchanging the alphabet tiles between players (Figure 2). Players can see their partners’ alphabet tiles on the game board. A player can negotiate with his/her partners through the system embedded chat room for exchanging alphabet tiles or discussing gameplay strategies. The partner may or may not agree to exchange alphabets subject to his/her own interests or benefits. The compete between teams/cooperate within team strategy and team-based winning condition were applied in cooperation modes (Figure 3). Players form teams and alphabet tiles exchange can take place only within the same team. Each team included two players. Team partners share the same ultimate game goal. Their gaming scores will be summed and the winning condition will be based on the summed scores. If a team has the highest scores as the game terminates, the honor will belong to the whole team, that is, both team partners will win or lose together. results as surveyed by Halpern and Wai (2007): most Scrabble players, both experts and novices, think about forming words by physically moving the tiles. (4) It can facilitate players to tell apart words and non-words hence find spelling patterns. As noted by Halpern and Wai (2007), “the visualization of spatially aligned letters that create partial word combinations using implicit rules of how letters combine in English to create words (e.g., thr is a common alignment of letters; rht is not)…” (5) Players find words from disordered alphabet tiles. The alphabets must be arranged in correct order. Though the alphabet tiles are disordered, incorrect words are not shown to players. It fulfills the design requirement of avoiding visual learning of misspellings (Garcia et al., 2008). (6) The design of Class vocabulary book, Personal vocabulary book, and Dictionary conforms to what Halpern and Wai (2007) addressed that in the context of vocabulary learning, most people learn and retrieve words by relying on their stored lexicon of word meanings and they have relatively few words in their lexicon. (7) It includes the three design tactics of board games, choice, combination, and creation, to facilitate players’ thinking and pleasure (Cheng, 2014). VocaMono allows players to choose one action in their turn, such as trading or using a card, to deduce the best strategic thinking to win. Players spell words by combining alphabet titles with the ability to recognize, specify, and generalize patterns. Players also find new words by trial and error which is a type of creation process with which players can discover spelling patterns. (8) Class vocabulary book includes predefined words fitting class progress and players’ knowledge level. It allows players to be challenged at their current skill levels to maintain their motivations and enhance their vocabulary acquisition abilities from the gaming experience. Figure 2: Illustration of VocaMono Game Board (cooperation mode) 2.2 Experimental Setting competition A class of twenty six fourth grade elementary school students was involved in this study. They were randomly divided into seven groups, six groups with four players and one group with two players. Before the experiment, there was a ten-minute introduction for VocaMono. After that, participants played the game for ten minutes to get acquainted with the gameplay rule. Then they played the game four times, each with a different gameplay mode. The intervals between gameplays were two or three days and each gameplay took thirty minutes. The sequence of playing the four gameplay modes was anonymous/cooperation, non-anonymous/cooperation, anonymous/no cooperation, and non-anonymous/no cooperation. Players’ identities were hidden and used symbols such as “A”, “B” in anonymous modes and cooperation A B A B C D C D (a) No cooperation (b) Cooperation Figure 3: Illustrations of competition/cooperation modes 2.3 Research Instruments In this study, two instruments were used: an English vocabulary learning attitude questionnaire 4 Journal of Information Technology and Applications Vol. 10, No. 2, pp. 31-40 2016 and a game attitude questionnaire. causes gameplay anxiety. Goal commitment refers to the extent to which a player intends to win the game. Cognitive load refers to the mental loading to implement a particular task imposed on the game. It is the player’s expectation of the amount of information processing to complete tasks in the game. Attack behavior refers to the intention of a player to use Trap cards during the gameplay. 2.3.1 English Vocabulary Learning Attitude Questionnaire In this study, the English vocabulary learning attitude questionnaire (Lo & ALMaghals, 2014) was completed before and after the experiment to measure the change of students’ English vocabulary learning attitude. It included three variables: cognition, affection, and behavior. Cognition refers to players’ belief on their English vocabulary ability and perceived usefulness of English vocabulary. Affection refers to players’ feeling or emotional status on motivation and anxiety when they learn English vocabulary. Behavior refers to players’ behavior or tendency when they learn English vocabulary (Lo & Lin, 2012). 3. Results 3.1 Results of English Vocabulary Learning Attitude Questionnaire Table 2 shows the descriptive statistics of the English vocabulary learning attitude questionnaire. Paired sample t-tests were conducted to evaluate whether playing a vocabulary learning game such as VocaMono can enhance participants’ attitude in learning English vocabulary. Table 3 shows the comparison results of the English vocabulary learning attitude before the experiment and after playing VocaMono. According to Table 3, there were no significant differences of all three vaiables of participants’ English vocabulary learning attitude before and after the experiment. 2.3.2 Game Attitude Questionnaire After playing all gameplay modes, participants completed a questionnaire to investigate which gameplay mode they perceive the most on vocabulary learning and gameplay experiences with respect to gameplay anonymity and cooperation. This questionnaire included six variables, learning, enjoyment, gameplay anxiety, goal commitment, cognitive load, and attack behavior. Learning is one’s beliefs and feelings regarding the learning that has occurred through a retrospective evaluation of the learning experience. It reflects learners’ sense of acquiring new knowledge and degree of involvement in the learning process (Barzilai & Blau, 2014). Barzilai & Blau (2014) addressed that in the context of game-based learning, self-assessment of learning is important because it not only involves metacognitive monitoring and evaluation, which might lead them to spend more time to play the game and recruit more cognitive resources but also relates to players’ satisfaction with the environment. Enjoyment refers to “a positive reaction to an experience that involves intertwined physiological, affective, and cognitive dimensions” (Barzilai & Blau, 2014). Games provide joyful experiences involving hard but rewarding tasks. The most important element for educational games is to keep players motivated. Enjoyment may stimulate players’ motivation to play the game which in turn enhance their learning. A general principle to be successful in digital game-based learning therefore is leading players to enjoyment during the gameplay. Gameplay anxiety refers to a feeling of apprehension and tension during the performance of the game. In multiplayer games such as VocaMono, players compete for resources, rewards, and the possibility to win. The imbalance between players’ perceived demands and the perceived corresponding capability Table 2: Descriptive Statistics of the English vocabulary learning attitude questionnaire Variable N Mean S.D. Cognition Pretest 26 2.9231 1.31676 Posttest 26 2.9038 1.36396 Affection Pretest 26 3.6923 0.90393 Posttest 26 3.7564 0.79754 Behavior Pretest 26 3.8718 0.87978 Posttest 26 3.7821 0.89414 Table 3: Paired t-test of English vocabulary learning attitude (Pretest – Posttest) Variable d.f. Mean S.D. t p Cognition 25 .01923 .49962 .196 .846 Affection 25 -.06410 .65333 -.500 .621 Behavior 25 .08974 .73368 .624 .538 3.2 Results of Game Attitude Questionnaire The game attitude questionnaire was completed after participants had experienced all gameplay modes to ask them which mode they perceive the most on each variable. The results of participants’ perceptions among all gameplay modes are listed in Table 4. The results revealed that VocaMono is a well-designed digital game-based learning program with both high “education” and “entertainment” ingredients. For Learning, no participants responded no mode helped them learn vocabulary. It implied 5 Journal of Information Technology and Applications Vol. 10, No. 2, pp. 31-40 2016 that all participants think that the game was beneficial to their vocabulary learning for both learning new words and memorizing taught words. Similarly, for Enjoyment, no participants responded that they did not enjoy the game, want to recommend the game to others, and want to play again. It implied that all participants liked to play the game. Gameplay anxiety Table 4: Participants’ perceptions among all gameplay modes Variable Learning Enjoyment Gameplay anxiety Goal commitment Cognitive load Attack Behavior Item The mode I learned the most new words The mode helped me memorize the most words The mode I enjoyed the most The mode I have the most willingness to recommend to others The mode I have the most willingness to play again The mode I felt the most nervous The mode I worried most about losing The mode I had the most intention to win The mode I felt the hardest to spell words The mode I felt the easiest to operate The mode I had the most intention to use Trap cards Goal commitment Cognitive load A B C D E F 5 7 6 3 5 0 2 5 11 2 6 0 1 7 8 2 8 0 3 3 7 3 10 0 Attack Behavior 3 1 11 6 2 3 8 5 6 2 3 2 7 2 6 6 2 10 3 3 7 1 3 2 10 5 2 4 A: Anonymous/Cooperation; B: Non-Anonymous/Cooperation; C: Anonymous/No Cooperation; D: Non-Anonymous/No Cooperation E: The same for all modes; F: No mode fit the item. 3.2.1 Influence of Gameplay Anonymity Table 5 illustrates participants’ responses with respect to gameplay anonymity. The frequencies of anonymous modes are summed with anonymous/cooperation and anonymous/no cooperation modes and the frequencies of non-anonymous modes are summed with non-anonymous/cooperation and non-anonymous/no cooperation modes. Table 5: Participants’ perceptions with respect to gameplay anonymity Variable Learning Enjoyment Item The mode I learned the most new words The mode helped me memorize the most words The mode I enjoyed the A B C D 11 10 5 0 13 7 6 0 9 9 8 0 6 10 0 12 8 6 0 16 5 4 4 14 7 2 3 9 9 6 2 10 4 6 6 5 13 7 1 13 7 2 4 The results revealed that gameplay anonymity can enhance players’ enjoyment. Ten participants had the most willingness to recommend anonymous modes to others and twelve participants had the most willingness to play anonymous modes again. However, only six participants had the most willingness to recommend non-anonymous modes to others and eight participants had the most willingness to play non-anonymous modes again. This result is consistent with Yu et al. (2002). The results also revealed that anonymous modes were more challenging. Sixteen participants felt the most nervous in anonymous modes and fourteen participants worried the most about losing in anonymous modes. However, only five participants felt the most nervous and seven participants worried the most about losing in non-anonymous modes. Playing games without knowing other players may increase the mental loading to implement both pedagogy and gameplay tasks on the game. Ten and five participants felt hard to spell words and easy to operate in anonymous modes, respectively. Four and thirteen participants felt hard to spell words and easy to operate in non-anonymous modes, respectively. Gameplay anonymity has an important impact on players’ behavior, too. More participants had the most intention to use Trap cards in anonymous modes. It is consistent with Blau & Caspi (2008) who addressed that anonymity in cyberspace may serve as a shield to decrease the fear of criticism, therefore enhances participation and leads to a more risky behavior such as attacking others. 9 5 4 4 1 4 10 A: Anonymous; B: Non-Anonymous; C: All; D: Neither 2 6 10 2 6 0 7 0 most The mode I have the most willingness to recommend to others The mode I have the most willingness to play again The mode I felt the most nervous The mode I concerned most about losing The mode I had the most intention to win The mode I felt the hardest to spell words The mode I felt the easiest to operate The mode I had the most intention to use Trap cards 3.2.2 Influence of Gameplay Cooperation Table 6 illustrates participants’ responses with respect to gameplay cooperation. The frequencies of cooperation modes are summed with 6 Journal of Information Technology and Applications Vol. 10, No. 2, pp. 31-40 2016 anonymous/cooperation and non-anonymous/cooperation modes and the frequencies of no cooperation modes are summed with anonymous/no cooperation and non-anonymous/no cooperation modes. partners because their gaming scores would be summed and the winning condition was based on the summed scores. Cooperation during gameplay also reduced players’ attack behavior. Only five participants had the most intention to use Trap cards in cooperation modes, however, fifteen participants had the most intention to use Trap cards in no cooperation modes. Table 6: Participants’ perceptions with respect to gameplay cooperation Variable Learning Enjoyment Gameplay anxiety Goal commitment Cognitive load Attack Behavior Item A B C D The mode I learned the 12 9 5 0 most new words The mode helped me 7 13 6 0 memorize the most words The mode I enjoyed the 8 10 8 0 most The mode I have the most 6 10 10 0 willingness to recommend to others The mode I have the most 8 12 6 0 willingness to play again The mode I felt the most 7 14 4 4 nervous The mode I concerned 4 17 2 3 most about losing The mode I had the most 5 13 6 2 intention to win The mode I felt the hardest 5 9 6 6 to spell words The mode I felt the easiest 12 6 7 1 to operate The mode I had the most 5 15 2 4 intention to use Trap cards 4. Conclusions Though vocabulary learning is critical, it is tremendously tough for EFL learners, particularly for Taiwanese learners. Contemporary learners are digital natives growing up with computers (Prensky, 2001). Computers are good at their “patience” in repetition and recycling tasks which conform to the repeated exposure and practice requirements of vocabulary learning so that educational games can be particularly effective in learning boring materials such as vocabulary learning (Chen, 2001; Prensky, 2001). Multiplayer games can stimulate learners’ motivation by taking the advantages of competitive learning (Burguillo, 2010; Regueras et al., 2009). Recently, digital game-based learning has got more interest. Its effect is highly determined by the way how students perceive educational games. Students as players may have different perceptions of educational games depending on contextual factors such as gameplay anonymity and cooperation level. Anonymous environments hide players’ personal profiles, hence decrease social pressure which in turn may influence players’ behaviors. The cooperation level may have impacts on players’ behaviors, too. These factors may in turn influence players’ learning and motivation in the game-based learning environment. As a consequence, based on the multiplayer English vocabulary learning game VocaMono (Lo & Hsin, 2014), this study investigated the influence of gameplay anonymity and cooperation. A class of twenty six fourth grade elementary school students were recruited and exposed to four gameplay modes including anonymous/cooperation, non-anonymous/cooperation, anonymous/no cooperation, and non-anonymous/no cooperation. Though there were no significant differences of participants’ English vocabulary learning attitude before and after the experiment, the results revealed that VocaMono is a well-designed digital game-based English vocabulary learning program with both high “education” and “entertainment” ingredients. The results also showed that gameplay anonymity did have impacts on participants’ attitude toward the game. Gameplay anonymity can enhance players’ enjoyment. Anonymous gameplay modes were more challenging. Playing games without knowing other players may increase the mental loading to A: Cooperation B: No cooperation C: All D: Neither The results revealed that cooperation during gameplay enables players to discuss with the partner or even get helps from the partner which may in turn reduce the imbalance between players’ perceived demands and the perceived corresponding capability. For Gameplay anxiety, seven participants felt the most nervous and four participants worried the most about losing in cooperation modes. However, there were fourteen participants felt the most nervous and seventeen participants worried the most about losing in no cooperation modes. Participants had lower Cognitive load in cooperation modes. Five and twelve participants felt hard to spell words and easy to operate in cooperation modes, respectively. Nine and six participants felt hard to spell words and easy to operate in no cooperation modes, respectively. The experimental results showed that participants had lower Goal commitment in cooperation modes. Only five participants had the most intention to win in cooperation modes, however, thirteen participants had the most intention to win in no cooperation modes. It might be resulted from the sharing of the same ultimate game goal of team partners in cooperation modes. Players might rely on their 7 Journal of Information Technology and Applications Vol. 10, No. 2, pp. 31-40 2016 implement both pedagogy and gameplay tasks on the game. More participants had the most intention to attack others in anonymous modes. The existence of gameplay operation did have impacts on participants’ attitude toward the game, too. Cooperation during gameplay enables players to discuss with the partner or even get helps from the partner which may in turn reduce the gameplay anxiety and cognitive load. Participants had lower goal commitment in cooperation modes. 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