Cargando…

Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques

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...

Descripción completa

Detalles Bibliográficos
Autores principales: Lumsden, Jim, Skinner, Andy, Coyle, David, Lawrence, Natalia, Munafo, Marcus
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5719230/
https://www.ncbi.nlm.nih.gov/pubmed/29167090
http://dx.doi.org/10.2196/jmir.8473
_version_ 1783284448799752192
author Lumsden, Jim
Skinner, Andy
Coyle, David
Lawrence, Natalia
Munafo, Marcus
author_facet Lumsden, Jim
Skinner, Andy
Coyle, David
Lawrence, Natalia
Munafo, Marcus
author_sort Lumsden, Jim
collection PubMed
description 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. OBJECTIVE: This study aims to investigate the effects of gamelike features on participant attrition using a between-subjects, longitudinal Web-based testing study. METHODS: We used three variants of a common cognitive task, the Stop Signal Task (SST), with a single gamelike feature in each: one variant where points were rewarded for performing optimally; another where the task was given a graphical theme; and a third variant, which was a standard SST and served as a control condition. Participants completed four compulsory test sessions over 4 consecutive days before entering a 6-day voluntary testing period where they faced a daily decision to either drop out or continue taking part. Participants were paid for each session they completed. RESULTS: A total of 482 participants signed up to take part in the study, with 265 completing the requisite four consecutive test sessions. No evidence of an effect of gamification on attrition was observed. A log-rank test showed no evidence of a difference in dropout rates between task variants (χ(2)(2)=3.0, P=.22), and a one-way analysis of variance of the mean number of sessions completed per participant in each variant also showed no evidence of a difference (F(2,262)=1.534, P=.21, partial η(2)=0.012). CONCLUSIONS: Our findings raise doubts about the ability of gamification to reduce attrition from longitudinal cognitive testing studies.
format Online
Article
Text
id pubmed-5719230
institution National Center for Biotechnology Information
language English
publishDate 2017
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-57192302017-12-14 Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques Lumsden, Jim Skinner, Andy Coyle, David Lawrence, Natalia Munafo, Marcus J Med Internet Res Original Paper 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. OBJECTIVE: This study aims to investigate the effects of gamelike features on participant attrition using a between-subjects, longitudinal Web-based testing study. METHODS: We used three variants of a common cognitive task, the Stop Signal Task (SST), with a single gamelike feature in each: one variant where points were rewarded for performing optimally; another where the task was given a graphical theme; and a third variant, which was a standard SST and served as a control condition. Participants completed four compulsory test sessions over 4 consecutive days before entering a 6-day voluntary testing period where they faced a daily decision to either drop out or continue taking part. Participants were paid for each session they completed. RESULTS: A total of 482 participants signed up to take part in the study, with 265 completing the requisite four consecutive test sessions. No evidence of an effect of gamification on attrition was observed. A log-rank test showed no evidence of a difference in dropout rates between task variants (χ(2)(2)=3.0, P=.22), and a one-way analysis of variance of the mean number of sessions completed per participant in each variant also showed no evidence of a difference (F(2,262)=1.534, P=.21, partial η(2)=0.012). CONCLUSIONS: Our findings raise doubts about the ability of gamification to reduce attrition from longitudinal cognitive testing studies. JMIR Publications 2017-11-22 /pmc/articles/PMC5719230/ /pubmed/29167090 http://dx.doi.org/10.2196/jmir.8473 Text en ©Jim Lumsden, Andy Skinner, David Coyle, Natalia Lawrence, Marcus Munafo. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 22.11.2017. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Lumsden, Jim
Skinner, Andy
Coyle, David
Lawrence, Natalia
Munafo, Marcus
Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques
title Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques
title_full Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques
title_fullStr Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques
title_full_unstemmed Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques
title_short Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques
title_sort attrition from web-based cognitive testing: a repeated measures comparison of gamification techniques
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5719230/
https://www.ncbi.nlm.nih.gov/pubmed/29167090
http://dx.doi.org/10.2196/jmir.8473
work_keys_str_mv AT lumsdenjim attritionfromwebbasedcognitivetestingarepeatedmeasurescomparisonofgamificationtechniques
AT skinnerandy attritionfromwebbasedcognitivetestingarepeatedmeasurescomparisonofgamificationtechniques
AT coyledavid attritionfromwebbasedcognitivetestingarepeatedmeasurescomparisonofgamificationtechniques
AT lawrencenatalia attritionfromwebbasedcognitivetestingarepeatedmeasurescomparisonofgamificationtechniques
AT munafomarcus attritionfromwebbasedcognitivetestingarepeatedmeasurescomparisonofgamificationtechniques