Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques

被引:34
作者
Lumsden, Jim [1 ,2 ]
Skinner, Andy [1 ,2 ]
Coyle, David [3 ]
Lawrence, Natalia [4 ]
Munafo, Marcus [1 ,2 ]
机构
[1] Univ Bristol, Sch Expt Psychol, UK Ctr Tobacco & Alcohol Studies, 12a Priory Rd, Bristol BS8 1TU, Avon, England
[2] Univ Bristol, MRC Integrat Epidemiol Unit, Bristol, Avon, England
[3] Univ Coll Dublin, Sch Comp Sci, Dublin, Ireland
[4] Univ Exeter, Coll Life & Environm Sci, Sch Psychol, Exeter, Devon, England
基金
英国经济与社会研究理事会; 英国医学研究理事会;
关键词
behavioral research/methods; games; experimental; computers; cognition; Internet; play and playthings/psychology; boredom; task performance and analysis; executive function; inhibition (psychology); ATTENTION-DEFICIT/HYPERACTIVITY DISORDER; RESPONSE-INHIBITION; GAMELIKE FEATURES; NULL HYPOTHESIS; STOP-SIGNAL; SELF-DETERMINATION; EXTRINSIC REWARDS; BIAS MODIFICATION; MECHANICAL TURK; VIDEO GAMES;
D O I
10.2196/jmir.8473
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: The prospect of assessing cognition longitudinally and remotely is attractive to researchers, health practitioners, and pharmaceutical companies alike. However, such repeated testing regimes place a considerable burden on participants, and with cognitive tasks typically being regarded as effortful and unengaging, these studies may experience high levels of participant attrition. One potential solution is to gamify these tasks to make them more engaging: increasing participant willingness to take part and reducing attrition. However, such an approach must balance task validity with the introduction of entertaining gamelike elements. Objective: This study aims to investigate the effects of gamelike features on participant attrition using a between-subjects, longitudinal Web-based testing study. Methods: We used three variants of a common cognitive task, the Stop Signal Task (SST), with a single gamelike feature in each: one variant where points were rewarded for performing optimally; another where the task was given a graphical theme; and a third variant, which was a standard SST and served as a control condition. Participants completed four compulsory test sessions over 4 consecutive days before entering a 6-day voluntary testing period where they faced a daily decision to either drop out or continue taking part. Participants were paid for each session they completed. Results: A total of 482 participants signed up to take part in the study, with 265 completing the requisite four consecutive test sessions. No evidence of an effect of gamification on attrition was observed. A log-rank test showed no evidence of a difference in dropout rates between task variants (chi(2)(2)=3.0, P=.22), and a one-way analysis of variance of the mean number of sessions completed per participant in each variant also showed no evidence of a difference (F-2,F-262=1.534, P=.21, partial eta(2)=0.012). Conclusions: Our findings raise doubts about the ability of gamification to reduce attrition from longitudinal cognitive testing studies.
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页数:18
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