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  Effective gamification of the stop-signal task: Two controlled laboratory experiments

Friehs, M., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L. (2020). Effective gamification of the stop-signal task: Two controlled laboratory experiments. JMIR Serious Games, 8(3): e17810. doi:10.2196/17810.

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Friehs, Maximilian1, Author           
Dechant, Martin, Author
Vedress, Sarah, Author
Frings, Christian, Author
Mandryk, Regan Lee, Author
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1Lise Meitner Research Group Cognition and Plasticity, MPI for Human Cognitive and Brain Sciences, Max Planck Society, ou_3025665              

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 Abstract: BACKGROUND A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as general damage to the prefrontal cortex. A stop-signal task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research-focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification-the application of game-based elements in nongame settings-has shown to improve engaged attention to a cognitive task, thus increasing participant motivation and data quality. OBJECTIVE This study aims to design a gamified SST that improves participants' engagement and validate this gamified SST against a standard SST. METHODS We described the design of our gamified SST and reported on 2 separate studies that aim to validate the gamified SST relative to a standard SST. In study 1, a within-subject design was used to compare the performance of the SST and a stop-signal game (SSG). In study 2, we added eye tracking to the procedure to determine if overt attention was affected and aimed to replicate the findings from study 1 in a between-subjects design. Furthermore, in both studies, flow and motivational experiences were measured. RESULTS In contrast, the behavioral performance was comparable between the tasks (P<.87; BF01=2.87), and the experience of flow and intrinsic motivation were rated higher in the SSG group, although this difference was not significant. CONCLUSIONS Overall, our findings provide evidence that the gamification of SST is possible and that the SSG is enjoyed more. Thus, when participant engagement is critical, we recommend using the SSG instead of the SST.

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Language(s): eng - English
 Dates: 2020-09-08
 Publication Status: Published online
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 Identifiers: DOI: 10.2196/17810
BibTex Citekey: friehs_effective_2020
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Funding organization : Canadian National Sciences and Engineering Research Council (CGIAR)
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Funding organization : Natural Sciences and Engineering Research Council of Canada (NSERC)
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Funding organization : Saskatchewan-Waterloo Games User Research program

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Title: JMIR Serious Games
Source Genre: Journal
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Publ. Info: Toronto
Pages: - Volume / Issue: 8 (3) Sequence Number: e17810 Start / End Page: - Identifier: ISSN: 2291-9279
CoNE: https://pure.mpg.de/cone/journals/resource/2291-9279