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High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game
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 an...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2015
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4653717/ https://www.ncbi.nlm.nih.gov/pubmed/26635681 http://dx.doi.org/10.3389/fpsyg.2015.01774 |
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author | Nagle, Aniket Riener, Robert Wolf, Peter |
author_facet | Nagle, Aniket Riener, Robert Wolf, Peter |
author_sort | Nagle, Aniket |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-4653717 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2015 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-46537172015-12-03 High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game Nagle, Aniket Riener, Robert Wolf, Peter Front Psychol ICT 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. Frontiers Media S.A. 2015-11-20 /pmc/articles/PMC4653717/ /pubmed/26635681 http://dx.doi.org/10.3389/fpsyg.2015.01774 Text en Copyright © 2015 Nagle, Riener and Wolf. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | ICT Nagle, Aniket Riener, Robert Wolf, Peter High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game |
title | High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game |
title_full | High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game |
title_fullStr | High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game |
title_full_unstemmed | High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game |
title_short | High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game |
title_sort | high user control in game design elements increases compliance and in-game performance in a memory training game |
topic | ICT |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4653717/ https://www.ncbi.nlm.nih.gov/pubmed/26635681 http://dx.doi.org/10.3389/fpsyg.2015.01774 |
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