Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments

被引:46
作者
Friehs, Maximilian Achim [1 ]
Dechant, Martin [2 ]
Vedress, Sarah [2 ]
Frings, Christian [1 ]
Mandryk, Regan Lee [2 ]
机构
[1] Trier Univ, Dept Cognit Psychol & Methodol, Univ Ring 15, D-54292 Trier, Germany
[2] Univ Saskatchewan, Dept Comp Sci, Human Comp Interact Lab, Saskatoon, SK, Canada
基金
加拿大自然科学与工程研究理事会;
关键词
video games; games; experimental; proof of concept study; cognition; psychology; motivation; SELF-DETERMINATION THEORY; ATTENTION-DEFICIT/HYPERACTIVITY DISORDER; INHIBITORY-CONTROL; INTRINSIC MOTIVATION; GAMELIKE FEATURES; GAMES; PERFORMANCE; ATTRITION; FLOW; SCHIZOPHRENIA;
D O I
10.2196/17810
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: 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.
引用
收藏
页码:257 / 277
页数:21
相关论文
共 107 条
[1]  
Aeberhard A, 2018, J Technol Behav Sci, V4, P234, DOI [10.1007/s41347-018-0071-5, DOI 10.31234/OSF.IO/CB4F9]
[2]   Game Dynamics that Support Snacking, not Feasting [J].
Alexandrovsky, Dmitry ;
Friehs, Maximilian Achim ;
Birk, Max V. ;
Yates, Rowan K. ;
Mandryk, Regan L. .
CHI PLAY'19: PROCEEDINGS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2019, :573-588
[3]  
[Anonymous], 2005, HDB COMPETENCE MOTIV
[4]  
[Anonymous], 2002, HDB SELF DETERMINATI
[5]   Triangulating a cognitive control network using diffusion-weighted magnetic resonance imaging (MRI) and functional MRI [J].
Aron, Adam R. ;
Behrens, Tim E. ;
Smith, Steve ;
Frank, Michael J. ;
Poldrack, Russell A. .
JOURNAL OF NEUROSCIENCE, 2007, 27 (14) :3743-3752
[6]   inhibitrion and the right inferior frontal cortex: one decade on [J].
Aron, Adam R. ;
Robbins, Trevor W. ;
Poldrack, Russell A. .
TRENDS IN COGNITIVE SCIENCES, 2014, 18 (04) :177-185
[7]   Inhibition and the right inferior frontal cortex [J].
Aron, AR ;
Robbins, TW ;
Poldrack, RA .
TRENDS IN COGNITIVE SCIENCES, 2004, 8 (04) :170-177
[8]   The efficacy of cognitive-behavioral threapy and the problem of drop-out [J].
Bados, Arturo ;
Balaguer, Gemma ;
Saldana, Carmina .
JOURNAL OF CLINICAL PSYCHOLOGY, 2007, 63 (06) :585-592
[9]   Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games [J].
Bevilacqua, Fernando ;
Engstrom, Henrik ;
Backlund, Per .
SENSORS, 2019, 19 (13)
[10]   Age-Based Preferences and Player Experience: A Crowdsourced Cross-sectional Study [J].
Birk, Max V. ;
Friehs, Maximillian A. ;
Mandryk, Regan L. .
CHI PLAY'17: PROCEEDINGS OF THE ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, 2017, :157-170