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The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

BACKGROUND: There has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may increase motivation and engagement as well as improve intervention effects. However...

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Autores principales: Vermeir, Julie F, White, Melanie J, Johnson, Daniel, Crombez, Geert, Van Ryckeghem, Dimitri M L
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7445616/
https://www.ncbi.nlm.nih.gov/pubmed/32773374
http://dx.doi.org/10.2196/18644
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author Vermeir, Julie F
White, Melanie J
Johnson, Daniel
Crombez, Geert
Van Ryckeghem, Dimitri M L
author_facet Vermeir, Julie F
White, Melanie J
Johnson, Daniel
Crombez, Geert
Van Ryckeghem, Dimitri M L
author_sort Vermeir, Julie F
collection PubMed
description BACKGROUND: There has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may increase motivation and engagement as well as improve intervention effects. However, it is possible that game elements can also have adverse effects on cognitive training (eg, be a distraction), which can outweigh their potential motivational benefits. So far, little is known about the effectiveness of such applications. OBJECTIVE: This study aims to conduct a systematic review and meta-analysis to investigate the effect of gamification on process outcomes (eg, motivation) and on changes in the training domain (eg, cognition), as well as to explore the role of potential moderators. METHODS: We searched PsycINFO, Cumulative Index to Nursing and Allied Health Literature, ProQuest Psychology, Web of Science, Scopus, PubMed, Science Direct, Excerpta Medica dataBASE, Institute of Electrical and Electronics Engineers Xplore, Association for Computing Machinery, and a range of gray-area literature databases. The searches included papers published between 2008 and 2018. Meta-analyses were performed using a random-effects model. RESULTS: The systematic review identified 49 studies, of which 9 randomized controlled trials were included in the meta-analysis. The results of the review indicated that research in this context is still developing and lacks well-controlled empirical studies. Gamification in cognitive training is applied to a large range of age groups and audiences and is mostly delivered at a research site through computers. Rewards and feedback continue to dominate the gamification landscape, whereas social-oriented features (eg, competition) are underused. The meta-analyses showed that gamified training tasks were more motivating/engaging (Hedges g=0.72) and more demanding/difficult (Hedges g=–0.52) than non- or less-gamified tasks, whereas no effects on the training domain were found. Furthermore, no variables moderated the impact of gamified training tasks. However, meta-analytic findings were limited due to a small number of studies. CONCLUSIONS: Overall, this review provides an overview of the existing research in the domain and provides evidence for the effectiveness of gamification in improving motivation/engagement in the context of cognitive training. We discuss the shortcomings in the current literature and provide recommendations for future research.
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spelling pubmed-74456162020-08-31 The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis Vermeir, Julie F White, Melanie J Johnson, Daniel Crombez, Geert Van Ryckeghem, Dimitri M L JMIR Serious Games Original Paper BACKGROUND: There has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may increase motivation and engagement as well as improve intervention effects. However, it is possible that game elements can also have adverse effects on cognitive training (eg, be a distraction), which can outweigh their potential motivational benefits. So far, little is known about the effectiveness of such applications. OBJECTIVE: This study aims to conduct a systematic review and meta-analysis to investigate the effect of gamification on process outcomes (eg, motivation) and on changes in the training domain (eg, cognition), as well as to explore the role of potential moderators. METHODS: We searched PsycINFO, Cumulative Index to Nursing and Allied Health Literature, ProQuest Psychology, Web of Science, Scopus, PubMed, Science Direct, Excerpta Medica dataBASE, Institute of Electrical and Electronics Engineers Xplore, Association for Computing Machinery, and a range of gray-area literature databases. The searches included papers published between 2008 and 2018. Meta-analyses were performed using a random-effects model. RESULTS: The systematic review identified 49 studies, of which 9 randomized controlled trials were included in the meta-analysis. The results of the review indicated that research in this context is still developing and lacks well-controlled empirical studies. Gamification in cognitive training is applied to a large range of age groups and audiences and is mostly delivered at a research site through computers. Rewards and feedback continue to dominate the gamification landscape, whereas social-oriented features (eg, competition) are underused. The meta-analyses showed that gamified training tasks were more motivating/engaging (Hedges g=0.72) and more demanding/difficult (Hedges g=–0.52) than non- or less-gamified tasks, whereas no effects on the training domain were found. Furthermore, no variables moderated the impact of gamified training tasks. However, meta-analytic findings were limited due to a small number of studies. CONCLUSIONS: Overall, this review provides an overview of the existing research in the domain and provides evidence for the effectiveness of gamification in improving motivation/engagement in the context of cognitive training. We discuss the shortcomings in the current literature and provide recommendations for future research. JMIR Publications 2020-08-10 /pmc/articles/PMC7445616/ /pubmed/32773374 http://dx.doi.org/10.2196/18644 Text en ©Julie F Vermeir, Melanie J White, Daniel Johnson, Geert Crombez, Dimitri M L Van Ryckeghem. Originally published in JMIR Serious Games (http://games.jmir.org), 10.08.2020. 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 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
Vermeir, Julie F
White, Melanie J
Johnson, Daniel
Crombez, Geert
Van Ryckeghem, Dimitri M L
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
title The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
title_full The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
title_fullStr The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
title_full_unstemmed The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
title_short The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
title_sort effects of gamification on computerized cognitive training: systematic review and meta-analysis
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7445616/
https://www.ncbi.nlm.nih.gov/pubmed/32773374
http://dx.doi.org/10.2196/18644
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