Chesham Alvin, Gerber Stephan Moreno, Schütz Narayan, Saner Hugo, Gutbrod Klemens, Müri René Martin, Nef Tobias, Urwyler Prabitha
Gerontechnology & Rehabilitation, University of Bern, Bern, Switzerland.
Department of Cardiology, University Hospital (Inselspital), Bern, Switzerland.
JMIR Serious Games. 2019 May 9;7(2):e13620. doi: 10.2196/13620.
Visual search declines with aging, dementia, and brain injury and is linked to limitations in everyday activities. Recent studies suggest that visual search can be improved with practice using computerized visual search tasks and puzzle video games. For practical use, it is important that visual search ability can be assessed and practiced in a controlled and adaptive way. However, commercial puzzle video games make it hard to control task difficulty, and there are little means to collect performance data.
The aim of this study was to develop and initially validate the search and match task (SMT) that combines an enjoyable tile-matching match-3 puzzle video game with features of the visual search paradigm (taskified game). The SMT was designed as a single-target visual search task that allows control over task difficulty variables and collection of performance data.
The SMT is played on a grid-based (width × height) puzzle board, filled with different types of colored polygons. A wide range of difficulty levels was generated by combinations of 3 task variables over a range from 4 to 8 including height and width of the puzzle board (set size) and the numbers of tile types (distractor heterogeneity). For each difficulty level, large numbers of playable trials were pregenerated using Python. Each trial consists of 4 consecutive puzzle boards, where the goal of the task is to find a target tile configuration (search) on the puzzle board and swap 2 adjacent tiles to create a line of 3 identical tiles (match). For each puzzle board, there is exactly 1 possible match (single target search). In a user study with 28 young adults (aged 18 to 31 years), 13 older (aged 64 to 79 years) and 11 oldest (aged 86 to 98 years) adults played the long (young and older adults) or short version (oldest adults) of the difficulty levels of the SMT. Participants rated their perception and the usability of the task and completed neuropsychological tests that measure cognitive domains engaged by the puzzle game.
Results from the user study indicate that the target search time is associated with set size, distractor heterogeneity, and age. Results further indicate that search performance is associated with general cognitive ability, selective and divided attention, visual search, and visuospatial and pattern recognition ability.
Overall, this study shows that an everyday puzzle game-based task can be experimentally controlled, is enjoyable and user-friendly, and permits data collection to assess visual search and cognitive abilities. Further research is needed to evaluate the potential of the SMT game to assess and practice visual search ability in an enjoyable and adaptive way. A PsychoPy version of the SMT is freely available for researchers.
视觉搜索能力会随着衰老、痴呆和脑损伤而下降,并且与日常活动受限有关。最近的研究表明,通过使用计算机化视觉搜索任务和益智视频游戏进行练习,可以提高视觉搜索能力。为了实际应用,以可控且自适应的方式评估和练习视觉搜索能力很重要。然而,商业益智视频游戏难以控制任务难度,且收集性能数据的方法很少。
本研究的目的是开发并初步验证搜索与匹配任务(SMT),该任务将一款有趣的三消类瓷砖匹配益智视频游戏与视觉搜索范式的特征相结合(任务化游戏)。SMT被设计为一种单目标视觉搜索任务,允许控制任务难度变量并收集性能数据。
SMT在基于网格(宽度×高度)的拼图板上进行,板上填充有不同类型的彩色多边形。通过在4到8的范围内组合3个任务变量生成了广泛的难度级别,包括拼图板的高度和宽度(设置大小)以及瓷砖类型的数量(干扰项异质性)。对于每个难度级别,使用Python预先生成大量可玩的试验。每个试验由4个连续的拼图板组成,任务的目标是在拼图板上找到目标瓷砖配置(搜索),并交换2个相邻瓷砖以创建一行3个相同的瓷砖(匹配)。对于每个拼图板,恰好有一种可能的匹配(单目标搜索)。在一项针对28名年轻成年人(18至31岁)、13名年长成年人(64至79岁)和11名最年长者(86至98岁)的用户研究中,他们玩了SMT难度级别的长版(年轻和年长成年人)或短版(最年长者)。参与者对他们对任务的感知和可用性进行了评分,并完成了测量该益智游戏所涉及认知领域的神经心理学测试。
用户研究的结果表明,目标搜索时间与设置大小、干扰项异质性和年龄有关。结果还进一步表明,搜索性能与一般认知能力、选择性和分散注意力、视觉搜索以及视觉空间和模式识别能力有关。
总体而言,本研究表明基于日常益智游戏的任务可以通过实验进行控制,有趣且用户友好,并允许收集数据以评估视觉搜索和认知能力。需要进一步研究以评估SMT游戏以有趣且自适应的方式评估和练习视觉搜索能力的潜力。SMT的PsychoPy版本可供研究人员免费使用。