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  5. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
 
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Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

Author(s)
Lumsden, Jim  
Edwards, Elizabeth A.  
Lawrence, Natalia S.  
Coyle, David  
Munafò, Marcus R.  
Uri
http://hdl.handle.net/10197/7911
Date Issued
2016-07-15
Date Available
2016-09-08T16:11:56Z
Abstract
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.
Other Sponsorship
Medical Research Council
Economic and Social Research Council
Cambridge Cognition Limited
NIHR
Type of Material
Journal Article
Publisher
JMIR Publications
Journal
JMIR Serious Games
Volume
4
Issue
2
Subjects

Gamification

Gamelike

Cognition

Computer games

Review

DOI
10.2196/games.5888
Language
English
Status of Item
Peer reviewed
This item is made available under a Creative Commons License
https://creativecommons.org/licenses/by-nc-nd/3.0/ie/
File(s)
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fc-xsltGalley-5888-92438-14-PB.pdf

Size

287.89 KB

Format

Adobe PDF

Checksum (MD5)

cc7fb88101959566f86e54848371aba5

Owning collection
Computer Science Research Collection

Item descriptive metadata is released under a CC-0 (public domain) license: https://creativecommons.org/public-domain/cc0/.
All other content is subject to copyright.

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