School of Psychology, University of Newcastle, Callaghan, NSW 2308, Australia.
Behav Res Methods. 2013 Jun;45(2):301-18. doi: 10.3758/s13428-012-0264-3.
Many psychological experiments require participants to complete lots of trials in a monotonous task, which often induces boredom. An increasingly popular approach to alleviate such boredom is to incorporate gamelike features into standard experimental tasks. Games are assumed to be interesting and, hence, motivating, and better motivated participants might produce better data (with fewer lapses in attention and greater accuracy). Despite its apparent prevalence, the assumption that gamelike features improve data is almost completely untested. We test this assumption by presenting a choice task and a change detection task in both gamelike and standard forms. Response latency, accuracy, and overall task performance were unchanged by gamelike features in both experiments. We present a novel cognitive model for the choice task, based on particle filtering, to decorrelate the dependent variables and measure performance in a more psychologically meaningful manner. The model-based analyses are consistent with the hypothesis that gamelike features did not alter cognition. A postexperimental questionnaire indicated that the gamelike version provided a more positive and enjoyable experience for participants than the standard task, even though this subjective experience did not translate into data effects. Although our results hold only for the two experiments examined, the gamelike features we incorporated into both tasks were typical of-and at least as salient and interesting as those usually used by-experimental psychologists. Our results suggest that modifying an experiment to include gamelike features, while leaving the basic task unchanged, may not improve the quality of the data collected, but it may provide participants with a better experimental experience.
许多心理学实验要求参与者在单调的任务中完成大量的试验,这往往会导致无聊。一种越来越流行的缓解这种无聊的方法是将游戏化的特点融入到标准的实验任务中。人们认为游戏很有趣,因此很有动力,而更有动力的参与者可能会产生更好的数据(注意力不集中的次数更少,准确性更高)。尽管这种方法显然很流行,但将游戏化的特点提高数据质量的假设几乎没有经过测试。我们通过呈现两种游戏化和标准形式的选择任务和变化检测任务来检验这一假设。在这两个实验中,游戏化的特点并没有改变反应时、准确性和整体任务表现。我们提出了一种新的基于粒子滤波的选择任务认知模型,以解相关变量,并以更符合心理学意义的方式衡量性能。基于模型的分析与假设一致,即游戏化的特点并没有改变认知。实验后的问卷调查表明,与标准任务相比,游戏化版本为参与者提供了更积极和愉快的体验,尽管这种主观体验并没有转化为数据效果。尽管我们的结果仅适用于两个被检查的实验,但我们在两个任务中纳入的游戏化特征是典型的,而且至少和实验心理学家通常使用的游戏化特征一样显著和有趣。我们的结果表明,在不改变基本任务的情况下,修改实验以包含游戏化特征可能不会提高所收集数据的质量,但它可能为参与者提供更好的实验体验。