Cargando…

Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments

BACKGROUND: A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as general damage to the prefrontal cortex. A stop-signal task (SST) is a reliabl...

Descripción completa

Detalles Bibliográficos
Autores principales: Friehs, Maximilian Achim, Dechant, Martin, Vedress, Sarah, Frings, Christian, Mandryk, Regan Lee
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7509611/
https://www.ncbi.nlm.nih.gov/pubmed/32897233
http://dx.doi.org/10.2196/17810
_version_ 1783585634397454336
author Friehs, Maximilian Achim
Dechant, Martin
Vedress, Sarah
Frings, Christian
Mandryk, Regan Lee
author_facet Friehs, Maximilian Achim
Dechant, Martin
Vedress, Sarah
Frings, Christian
Mandryk, Regan Lee
author_sort Friehs, Maximilian Achim
collection PubMed
description BACKGROUND: A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as general damage to the prefrontal cortex. A stop-signal task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research-focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification—the application of game-based elements in nongame settings—has shown to improve engaged attention to a cognitive task, thus increasing participant motivation and data quality. OBJECTIVE: This study aims to design a gamified SST that improves participants’ engagement and validate this gamified SST against a standard SST. METHODS: We described the design of our gamified SST and reported on 2 separate studies that aim to validate the gamified SST relative to a standard SST. In study 1, a within-subject design was used to compare the performance of the SST and a stop-signal game (SSG). In study 2, we added eye tracking to the procedure to determine if overt attention was affected and aimed to replicate the findings from study 1 in a between-subjects design. Furthermore, in both studies, flow and motivational experiences were measured. RESULTS: In contrast, the behavioral performance was comparable between the tasks (P<.87; BF01=2.87), and the experience of flow and intrinsic motivation were rated higher in the SSG group, although this difference was not significant. CONCLUSIONS: Overall, our findings provide evidence that the gamification of SST is possible and that the SSG is enjoyed more. Thus, when participant engagement is critical, we recommend using the SSG instead of the SST.
format Online
Article
Text
id pubmed-7509611
institution National Center for Biotechnology Information
language English
publishDate 2020
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-75096112020-10-05 Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments Friehs, Maximilian Achim Dechant, Martin Vedress, Sarah Frings, Christian Mandryk, Regan Lee JMIR Serious Games Original Paper BACKGROUND: A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as general damage to the prefrontal cortex. A stop-signal task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research-focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification—the application of game-based elements in nongame settings—has shown to improve engaged attention to a cognitive task, thus increasing participant motivation and data quality. OBJECTIVE: This study aims to design a gamified SST that improves participants’ engagement and validate this gamified SST against a standard SST. METHODS: We described the design of our gamified SST and reported on 2 separate studies that aim to validate the gamified SST relative to a standard SST. In study 1, a within-subject design was used to compare the performance of the SST and a stop-signal game (SSG). In study 2, we added eye tracking to the procedure to determine if overt attention was affected and aimed to replicate the findings from study 1 in a between-subjects design. Furthermore, in both studies, flow and motivational experiences were measured. RESULTS: In contrast, the behavioral performance was comparable between the tasks (P<.87; BF01=2.87), and the experience of flow and intrinsic motivation were rated higher in the SSG group, although this difference was not significant. CONCLUSIONS: Overall, our findings provide evidence that the gamification of SST is possible and that the SSG is enjoyed more. Thus, when participant engagement is critical, we recommend using the SSG instead of the SST. JMIR Publications 2020-09-08 /pmc/articles/PMC7509611/ /pubmed/32897233 http://dx.doi.org/10.2196/17810 Text en ©Maximilian Achim Friehs, Martin Dechant, Sarah Vedress, Christian Frings, Regan Lee Mandryk. Originally published in JMIR Serious Games (http://games.jmir.org), 08.09.2020. 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
Friehs, Maximilian Achim
Dechant, Martin
Vedress, Sarah
Frings, Christian
Mandryk, Regan Lee
Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
title Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
title_full Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
title_fullStr Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
title_full_unstemmed Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
title_short Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
title_sort effective gamification of the stop-signal task: two controlled laboratory experiments
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7509611/
https://www.ncbi.nlm.nih.gov/pubmed/32897233
http://dx.doi.org/10.2196/17810
work_keys_str_mv AT friehsmaximilianachim effectivegamificationofthestopsignaltasktwocontrolledlaboratoryexperiments
AT dechantmartin effectivegamificationofthestopsignaltasktwocontrolledlaboratoryexperiments
AT vedresssarah effectivegamificationofthestopsignaltasktwocontrolledlaboratoryexperiments
AT fringschristian effectivegamificationofthestopsignaltasktwocontrolledlaboratoryexperiments
AT mandrykreganlee effectivegamificationofthestopsignaltasktwocontrolledlaboratoryexperiments