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Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
BACKGROUND: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design feat...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2016
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4967181/ https://www.ncbi.nlm.nih.gov/pubmed/27421244 http://dx.doi.org/10.2196/games.5888 |
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author | Lumsden, Jim Edwards, Elizabeth A Lawrence, Natalia S Coyle, David Munafò, Marcus R |
author_facet | Lumsden, Jim Edwards, Elizabeth A Lawrence, Natalia S Coyle, David Munafò, Marcus R |
author_sort | Lumsden, Jim |
collection | PubMed |
description | BACKGROUND: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then data quality, intervention effects, and participant engagement may be improved. OBJECTIVES: This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes. We hope to answer 3 questions: (1) Why have researchers opted to use gamification? (2) What domains has gamification been applied in? (3) How successful has gamification been in cognitive research thus far? METHODS: We systematically searched several Web-based databases, searching the titles, abstracts, and keywords of database entries using the search strategy (gamif* OR game OR games) AND (cognit* OR engag* OR behavi* OR health* OR attention OR motiv*). Searches included papers published in English between January 2007 and October 2015. RESULTS: Our review identified 33 relevant studies, covering 31 gamified cognitive tasks used across a range of disorders and cognitive domains. We identified 7 reasons for researchers opting to gamify their cognitive training and testing. We found that working memory and general executive functions were common targets for both gamified assessment and training. Gamified tests were typically validated successfully, although mixed-domain measurement was a problem. Gamified training appears to be highly engaging and does boost participant motivation, but mixed effects of gamification on task performance were reported. CONCLUSIONS: Heterogeneous study designs and typically small sample sizes highlight the need for further research in both gamified training and testing. Nevertheless, careful application of gamification can provide a way to develop engaging and yet scientifically valid cognitive assessments, and it is likely worthwhile to continue to develop gamified cognitive tasks in the future. |
format | Online Article Text |
id | pubmed-4967181 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-49671812016-08-22 Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy Lumsden, Jim Edwards, Elizabeth A Lawrence, Natalia S Coyle, David Munafò, Marcus R JMIR Serious Games Original Paper BACKGROUND: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then data quality, intervention effects, and participant engagement may be improved. OBJECTIVES: This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes. We hope to answer 3 questions: (1) Why have researchers opted to use gamification? (2) What domains has gamification been applied in? (3) How successful has gamification been in cognitive research thus far? METHODS: We systematically searched several Web-based databases, searching the titles, abstracts, and keywords of database entries using the search strategy (gamif* OR game OR games) AND (cognit* OR engag* OR behavi* OR health* OR attention OR motiv*). Searches included papers published in English between January 2007 and October 2015. RESULTS: Our review identified 33 relevant studies, covering 31 gamified cognitive tasks used across a range of disorders and cognitive domains. We identified 7 reasons for researchers opting to gamify their cognitive training and testing. We found that working memory and general executive functions were common targets for both gamified assessment and training. Gamified tests were typically validated successfully, although mixed-domain measurement was a problem. Gamified training appears to be highly engaging and does boost participant motivation, but mixed effects of gamification on task performance were reported. CONCLUSIONS: Heterogeneous study designs and typically small sample sizes highlight the need for further research in both gamified training and testing. Nevertheless, careful application of gamification can provide a way to develop engaging and yet scientifically valid cognitive assessments, and it is likely worthwhile to continue to develop gamified cognitive tasks in the future. JMIR Publications 2016-07-15 /pmc/articles/PMC4967181/ /pubmed/27421244 http://dx.doi.org/10.2196/games.5888 Text en ©Jim Lumsden, Elizabeth A Edwards, Natalia S Lawrence, David Coyle, Marcus R Munafò. Originally published in JMIR Serious Games (http://games.jmir.org), 15.07.2016. https://creativecommons.org/licenses/by/2.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/ (https://creativecommons.org/licenses/by/2.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Lumsden, Jim Edwards, Elizabeth A Lawrence, Natalia S Coyle, David Munafò, Marcus R Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy |
title | Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy |
title_full | Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy |
title_fullStr | Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy |
title_full_unstemmed | Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy |
title_short | Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy |
title_sort | gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4967181/ https://www.ncbi.nlm.nih.gov/pubmed/27421244 http://dx.doi.org/10.2196/games.5888 |
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