Deutsch
 
Hilfe Datenschutzhinweis Impressum
  DetailsucheBrowse

Datensatz

DATENSATZ AKTIONENEXPORT
  Measuring the reliability of a gamified stroop task: Quantitative experiment

Wiley, K., Berger, P., Friehs, M., & Mandryk, R. L. (2024). Measuring the reliability of a gamified stroop task: Quantitative experiment. JMIR Serious Games, 12: e50315. doi:10.2196/50315.

Item is

Basisdaten

einblenden: ausblenden:
Genre: Zeitschriftenartikel

Dateien

einblenden: Dateien
ausblenden: Dateien
:
Wiley_2024.pdf (Verlagsversion), 476KB
Name:
Wiley_2024.pdf
Beschreibung:
-
OA-Status:
Gold
Sichtbarkeit:
Öffentlich
MIME-Typ / Prüfsumme:
application/pdf / [MD5]
Technische Metadaten:
Copyright Datum:
-
Copyright Info:
-

Externe Referenzen

einblenden:

Urheber

einblenden:
ausblenden:
 Urheber:
Wiley, Katelyn1, Autor
Berger, Phaedra1, Autor
Friehs, Maximilian2, 3, 4, Autor           
Mandryk, Regan Lee5, Autor
Affiliations:
1Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada, ou_persistent22              
2Faculty of Behavioural, Management and Social Sciences (BMS), University of Twente, Enschede, the Netherlands, ou_persistent22              
3School of Psychology, University College Dublin, Ireland, ou_persistent22              
4Lise Meitner Research Group Cognition and Plasticity, MPI for Human Cognitive and Brain Sciences, Max Planck Society, ou_3025665              
5Department of Computer Science, University of Victoria, BC, Canada, ou_persistent22              

Inhalt

einblenden:
ausblenden:
Schlagwörter: Stroop task; Cognitive assessment; Gamification; Reliability; Serious games
 Zusammenfassung: Background: Few gamified cognitive tasks are subjected to rigorous examination of psychometric properties, despite their use in experimental and clinical settings. Even small manipulations to cognitive tasks require extensive research to understand their effects.

Objective: This study aims to investigate how game elements can affect the reliability of scores on a Stroop task. We specifically investigated performance consistency within and across sessions.

Methods: We created 2 versions of the Stroop task, with and without game elements, and then tested each task with participants at 2 time points. The gamified task used points and feedback as game elements. In this paper, we report on the reliability of the gamified Stroop task in terms of internal consistency and test-retest reliability, compared with the control task. We used a permutation approach to evaluate internal consistency. For test-retest reliability, we calculated the Pearson correlation and intraclass correlation coefficients between each time point. We also descriptively compared the reliability of scores on a trial-by-trial basis, considering the different trial types.

Results: At the first time point, the Stroop effect was reduced in the game condition, indicating an increase in performance. Participants in the game condition had faster reaction times (P=.005) and lower error rates (P=.04) than those in the basic task condition. Furthermore, the game condition led to higher measures of internal consistency at both time points for reaction times and error rates, which indicates a more consistent response pattern. For reaction time in the basic task condition, at time 1, rSpearman-Brown=0.78, 95% CI 0.64-0.89. At time 2, rSpearman-Brown=0.64, 95% CI 0.40-0.81. For reaction time, in the game condition, at time 1, rSpearman-Brown=0.83, 95% CI 0.71-0.91. At time 2, rSpearman-Brown=0.76, 95% CI 0.60-0.88. Similarly, for error rates in the basic task condition, at time 1, rSpearman-Brown=0.76, 95% CI 0.62-0.87. At time 2, rSpearman-Brown=0.74, 95% CI 0.58-0.86. For error rates in the game condition, at time 1, rSpearman-Brown=0.76, 95% CI 0.62-0.87. At time 2, rSpearman-Brown=0.74, 95% CI 0.58-0.86. Test-retest reliability analysis revealed a distinctive performance pattern depending on the trial type, which may be reflective of motivational differences between task versions. In short, especially in the incongruent trials where cognitive conflict occurs, performance in the game condition reaches peak consistency after 100 trials, whereas performance consistency drops after 50 trials for the basic version and only catches up to the game after 250 trials.

Details

einblenden:
ausblenden:
Sprache(n): eng - English
 Datum: 2023-11-292023-06-292024-01-312024-04-102024-04-10
 Publikationsstatus: Erschienen
 Seiten: -
 Ort, Verlag, Ausgabe: -
 Inhaltsverzeichnis: -
 Art der Begutachtung: -
 Identifikatoren: DOI: 10.2196/50315
PMID: 38598265
 Art des Abschluß: -

Veranstaltung

einblenden:

Entscheidung

einblenden:

Projektinformation

einblenden: ausblenden:
Projektname : -
Grant ID : -
Förderprogramm : -
Förderorganisation : Natural Sciences and Engineering Research Council of Canada (NSERC)
Projektname : -
Grant ID : -
Förderprogramm : -
Förderorganisation : Saskatchewan-Waterloo Games User Research Training Program

Quelle 1

einblenden:
ausblenden:
Titel: JMIR Serious Games
Genre der Quelle: Zeitschrift
 Urheber:
Affiliations:
Ort, Verlag, Ausgabe: Toronto
Seiten: - Band / Heft: 12 Artikelnummer: e50315 Start- / Endseite: - Identifikator: ISSN: 2291-9279
CoNE: https://pure.mpg.de/cone/journals/resource/2291-9279