| Literature DB >> 29167090 |
Jim Lumsden1,2, Andy Skinner1,2, David Coyle3, Natalia Lawrence4, Marcus Munafo1,2.
Abstract
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.Entities:
Keywords: Internet; behavioral research/methods; boredom; cognition; computers; executive function; games, experimental; inhibition (psychology); play and playthings/psychology; task performance and analysis
Mesh:
Year: 2017 PMID: 29167090 PMCID: PMC5719230 DOI: 10.2196/jmir.8473
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1Menu screen of the nongame task variant.
Figure 3Menu screen of the theme task variant.
Figure 4Screenshot of the nongame stop signal task.
Figure 5Screenshot of the nongame variant history screen.
Figure 6Screenshot of the points variant stop signal task.
Figure 7Screenshot of the points variant history screen.
Figure 8Screenshot of the theme variant stop signal task.
Figure 9Screenshot of the theme variant history (map) screen.
Interpreting Bayes factors.
| Hypothesis 0: the effect size is 0 | Strength of evidence | Hypothesis 1: the absolute effect size is between 0 and Xa |
| .33≤BFb≤1 | No support either way | 1≤BF≤3 |
| .1≤BF≤.33 | Positive | 3≤BF≤10 |
| .01≤BF≤.1 | Strong | 10≤BF≤100 |
| BF<.01 | Decisive | BF>100 |
aX: Cauchy prior width.
bBF: Bayes factor.
Conforming participants’ demographic information, shown separately by task variant.
| Demographic | Nongame | Points | Theme |
| Age, mean (SD) | 36 (12) | 35 (12) | 34 (11) |
| Male, n (%) | 43 (47) | 49 (57) | 42 (51) |
| Mean video game hours per week (SD) | 6 (12) | 8 (16) | 8 (14) |
| Median level of education | Bachelor’s degree | Bachelor’s degree | Bachelor’s degree |
| Mode ethnicity, n (%) | White, 80 (88) | White, 74 (86) | White, 75 (90) |
Figure 10Percentage of conforming participants plotted against the number of sessions they completed, shown separately by task variant.
Mean number of sessions completed per participant, shown separately by task variant. Conforming participants are those who completed their first four sessions within 4 days as required. All participants includes all who signed up, regardless of their number of sessions completed.
| Variant | All participants (95% CI) | Conforming participants (95% CI) |
| Nongame | 4.9 (4.4-5.5) | 7.4 (6.8-8.0) |
| Points | 5.1 (4.5-5.6) | 7.5 (7.0-8.0) |
| Theme | 5.3 (4.7-5.9) | 8.0 (7.5-8.6) |
Figure 11Overall scores from the subjective enjoyment and engagement questionnaire. Mean responses of visual analog scale scores from questionnaires delivered on sessions 1 and 4, and the average scores from sessions 1 and 4, shown separately by task variants and time point. Error bars represent 95% CIs.
Mean objective measures of participant engagement from the first four sessions, shown separately by task variant.
| Variant | Coefficient of variation (%) (95% CI) | Loss-of-focus events (95% CI) |
| Nongame | 18.7% (17.9-19.6) | 0.85 (0.50-1.19) |
| Points | 19.0% (18.1-19.8) | 0.82 (0.43-1.20) |
| Theme | 17.5% (16.7-18.4) | 1.21 (0.75-1.67) |
| Overall | 18.4% (17.9-18.9) | 0.95 (0.72-1.18) |
Figure 12Boxplots of mean stop signal reaction time. Data combined per participant over the first four sessions and shown separately by task variants.