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A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study

BACKGROUND: Cognitive tasks designed to measure or train cognition are often repetitive and presented in a monotonous manner, features that lead to participant boredom and disengagement. In this situation, participants do not put forth their best effort to do these tasks well. As a result, neuropsyc...

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Autores principales: Khaleghi, Ali, Aghaei, Zahra, Mahdavi, Mohammad Amin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8170558/
https://www.ncbi.nlm.nih.gov/pubmed/33819164
http://dx.doi.org/10.2196/21900
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author Khaleghi, Ali
Aghaei, Zahra
Mahdavi, Mohammad Amin
author_facet Khaleghi, Ali
Aghaei, Zahra
Mahdavi, Mohammad Amin
author_sort Khaleghi, Ali
collection PubMed
description BACKGROUND: Cognitive tasks designed to measure or train cognition are often repetitive and presented in a monotonous manner, features that lead to participant boredom and disengagement. In this situation, participants do not put forth their best effort to do these tasks well. As a result, neuropsychologists cannot draw accurate conclusions about the data collected, and intervention effects are reduced. It is assumed that greater engagement and motivation will manifest as improved data quality. Gamification, the use of game elements in nongame settings, has been heralded as a potential mechanism for increasing participant engagement in cognitive tasks. Some studies have reported a positive effect of gamification on participant performance, although most studies have shown mixed results. One reason for these contrasting findings is that most studies have applied poor and heterogeneous design techniques to gamify cognitive tasks. Therefore, an appropriate gamification design framework is needed in these tasks. OBJECTIVE: This study aimed to propose a framework to guide the design of gamification in cognitive tasks. METHODS: We employed a design science research (DSR) approach to provide a framework for gamifying cognitive assessments and training by synthesizing current gamification design frameworks and gamification works in cognitive assessment and training, as well as incorporating field experiences. The prototypes of the framework were iteratively evaluated with 17 relevant experts. RESULTS: We proposed a framework consisting of 7 phases: (1) preparation; (2) knowing users; (3) exploring existing tools for assessing or training a targeted cognitive context and determining the suitability of game-up and mapping techniques; (4) ideation; (5) prototyping using the Objects, Mechanics, Dynamics, Emotions (OMDE) design guideline; (6) development; and (7) disseminating and monitoring. CONCLUSIONS: We found that (1) an intermediate design framework is needed to gamify cognitive tasks, which means that game elements should be selected by considering current cognitive assessment or training context characteristics since game elements may impose an irrelevant cognitive load that, in turn, can jeopardize data quality; (2) in addition to developing a new gamified cognitive task from scratch, 2 gamification techniques are widely used (first, adding game elements to an existing cognitive task and second, mapping an existing game to a cognitive function or impairment to assess or train it); and (3) further research is required to investigate the interplay of cognitive processes and game mechanics.
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spelling pubmed-81705582021-06-11 A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study Khaleghi, Ali Aghaei, Zahra Mahdavi, Mohammad Amin JMIR Serious Games Original Paper BACKGROUND: Cognitive tasks designed to measure or train cognition are often repetitive and presented in a monotonous manner, features that lead to participant boredom and disengagement. In this situation, participants do not put forth their best effort to do these tasks well. As a result, neuropsychologists cannot draw accurate conclusions about the data collected, and intervention effects are reduced. It is assumed that greater engagement and motivation will manifest as improved data quality. Gamification, the use of game elements in nongame settings, has been heralded as a potential mechanism for increasing participant engagement in cognitive tasks. Some studies have reported a positive effect of gamification on participant performance, although most studies have shown mixed results. One reason for these contrasting findings is that most studies have applied poor and heterogeneous design techniques to gamify cognitive tasks. Therefore, an appropriate gamification design framework is needed in these tasks. OBJECTIVE: This study aimed to propose a framework to guide the design of gamification in cognitive tasks. METHODS: We employed a design science research (DSR) approach to provide a framework for gamifying cognitive assessments and training by synthesizing current gamification design frameworks and gamification works in cognitive assessment and training, as well as incorporating field experiences. The prototypes of the framework were iteratively evaluated with 17 relevant experts. RESULTS: We proposed a framework consisting of 7 phases: (1) preparation; (2) knowing users; (3) exploring existing tools for assessing or training a targeted cognitive context and determining the suitability of game-up and mapping techniques; (4) ideation; (5) prototyping using the Objects, Mechanics, Dynamics, Emotions (OMDE) design guideline; (6) development; and (7) disseminating and monitoring. CONCLUSIONS: We found that (1) an intermediate design framework is needed to gamify cognitive tasks, which means that game elements should be selected by considering current cognitive assessment or training context characteristics since game elements may impose an irrelevant cognitive load that, in turn, can jeopardize data quality; (2) in addition to developing a new gamified cognitive task from scratch, 2 gamification techniques are widely used (first, adding game elements to an existing cognitive task and second, mapping an existing game to a cognitive function or impairment to assess or train it); and (3) further research is required to investigate the interplay of cognitive processes and game mechanics. JMIR Publications 2021-05-18 /pmc/articles/PMC8170558/ /pubmed/33819164 http://dx.doi.org/10.2196/21900 Text en ©Ali Khaleghi, Zahra Aghaei, Mohammad Amin Mahdavi. Originally published in JMIR Serious Games (https://games.jmir.org), 18.05.2021. 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 https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Khaleghi, Ali
Aghaei, Zahra
Mahdavi, Mohammad Amin
A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
title A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
title_full A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
title_fullStr A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
title_full_unstemmed A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
title_short A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
title_sort gamification framework for cognitive assessment and cognitive training: qualitative study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8170558/
https://www.ncbi.nlm.nih.gov/pubmed/33819164
http://dx.doi.org/10.2196/21900
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