| Literature DB >> 26635681 |
Aniket Nagle1, Robert Riener2, Peter Wolf1.
Abstract
Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.Entities:
Keywords: frequency of game play; game design; home-based training; in-game performance; motivation; n-back; tablets; user-control
Year: 2015 PMID: 26635681 PMCID: PMC4653717 DOI: 10.3389/fpsyg.2015.01774
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Study protocol.
Figure 2Screenshots of the four n-back game themes.
Figure 3Average and standard deviation of n-back level in each session for AUTO (circle with solid line) and USER-CONTROL (square with dashed line). Number of participants in that session is indicated below the line for AUTO and above the line for USER-CONTROL.
Figure 4Results of compliance measures. (A) Box plot of frequency of sessions; (B) box plot of total duration of sessions; (C) values of the six motivation subscales assessed after 1.5 weeks. Differences marked with a *are significant at the P < 0.05 level.
Results of univariate ANCOVAs for the different outcome measures.
| Compliance | Frequency of sessions | 6.4 | 0.021 |
| Total duration of sessions | 5.01 | 0.038 | |
| Amotivation | 12.67 | 0.002 | |
| In-game performance | In-game performance, overall | 5.84 | 0.027 |
| Session 3 ( | 6.88 | 0.017 | |
| Session 4 ( | 5.25 | 0.034 | |
| Session 14 ( | 8.74 | 0.008 | |
| Session 15 ( | 9.74 | 0.006 | |
| Session 16 ( | 5.78 | 0.027 | |
| Session 17 ( | 5.17 | 0.035 | |
| Transfer effects | Change in score on RAPM | 0.09 | 0.768 |
| Change in score on Digit Span Forward | 0.34 | 0.567 | |
| Change in score on Digit Span Backward | 0.12 | 0.756 | |
| Change in score on Object 2-Back | 1.29 | 0.271 |
F-values of session-wise in-game performance measures are shown only for the sessions where the differences were significant.
Statistically significant at the P < 0.05 level.
Covariates: age, previous experience with tablets, previous experience with memory training games, familiarity with the n-back task.
Figure 5Average and standard deviation of in-game performance in each session for AUTO (circle with solid line) and USER-CONTROL (square with dashed line). Number of participants in that session is indicated below the line for AUTO and above the line for USER-CONTROL.
Figure 6Results of in-game performance. (A) Overall average in-game performance in the two modes; difference marked with *are significant at the P < 0.05 level. (B) Correlation of in-game performance with total duration of sessions, with the correlation coefficient and P-value for USER-CONTROL indicated next to its correlation line (no significant correlation existed for AUTO).
Figure 7Pre- and post-study scores in the four standardized tests for the two modes.
Results of Pearson product-moment correlation analysis for duration of sessions, frequency of sessions, in-game performance, and average n-back level in the two modes.
| AUTO | Duration of sessions | |||
| Frequency of sessions | ||||
| Average n-back level | ||||
| USER-CONTROL | Duration of sessions | |||
| Frequency of sessions | ||||
| Average n-back level | ||||
Correlation is significant at the 0.01 level (2-tailed).
Correlation is significant at the 0.05 level (2-tailed).