+1.23/7
Satisfaction Points
compared to other board games
+0.97/7
Participation Points
compared to class participation
+0.36/7
Prosocial Points
consideration for others, at 2 weeks
Comparison on a 1–7 scale
Satisfaction — Prosperia vs usual board games
Board games (average)
4.60
Prosperia
5.83
d = 0.67 · p < .001 83% positive rating (5–7/7)
Participation — Prosperia vs regular classes
Regular classes
4.82
Prosperia
5.79
d = 0.54 · p < .001 76% want to play again
Pre-post study on 832 students · Lower secondary school · 1–7 Likert scale

Competition that doesn’t erase cooperation

Prosperia’s most distinctive finding emerges over time: two weeks after the session, students report an increased tendency to consider the interests of others when performing a task, moving from 4.38 to 4.74 out of 7 (d=0.18, p<.001).

While some tendencies related to the desire to excel grow slightly (d between 0.10 and 0.12), the increase in consideration for others’ interests is larger. This profile aligns with the game’s semi-competitive structure: players can pursue their individual goals, but the well-being of the community remains essential for everyone. Although the change is small at an individual level, it is statistically robust and observed after just a single session.

Behavioral Impact — at 2 weeks
4.38
4.74
Consideration for others’ interests
Increase in the tendency to consider others’ interests while performing a task, measured two weeks post-game.
d = 0.18 · p < .001 1–7 Scale Strongest effect among measured tendencies
Position on scale (1–7)
1 — minimum Before: 4.38 After: 4.74 7 — maximum
Comparison of variations — social vs competitive tendencies
Desire to excel over others Competitive tendencies — slight growth
d ≈ 0.11
Consideration for others’ interests Prosocial tendency — larger effect
d = 0.18
Pre-post study on 832 students · Measurements before and 2 weeks after the gaming session · Validated scale on cooperative and competitive tendencies

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