Friehs Maximilian Achim, Dechant Martin, Vedress Sarah, Frings Christian, Mandryk Regan Lee
Department of Cognitive Psychology and Methodology, Trier University, Trier, Germany.
Human-Computer-Interaction Lab, Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada.
JMIR Serious Games. 2020 Sep 8;8(3):e17810. doi: 10.2196/17810.
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.
This study aims to design a gamified SST that improves participants' engagement and validate this gamified SST against a standard SST.
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.
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.
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.
抑制优势反应的能力不足,或者更普遍地说,缺乏冲动控制能力,与多种疾病有关,如注意力缺陷多动障碍和精神分裂症,以及前额叶皮质的一般性损伤。停止信号任务(SST)是一种可靠且成熟的反应抑制测量方法。然而,在诊断或研究环境中使用SST作为客观评估会给参与者带来很大压力,因为该任务本身需要集中注意力和认知努力,而且趣味性不强。这可能导致参与者遵循任务指令的动机下降和数据质量不佳,进而影响评估效果,并可能增加退出率。游戏化——在非游戏环境中应用基于游戏的元素——已被证明可以提高对认知任务的专注度,从而提高参与者的积极性和数据质量。
本研究旨在设计一种游戏化的SST,以提高参与者的参与度,并将这种游戏化的SST与标准SST进行验证。
我们描述了游戏化SST的设计,并报告了两项独立研究,旨在相对于标准SST验证游戏化SST。在研究1中,采用了被试内设计来比较SST和停止信号游戏(SSG)的表现。在研究2中,我们在实验过程中增加了眼动追踪,以确定显性注意力是否受到影响,并旨在采用被试间设计重复研究1的结果。此外,在两项研究中,都测量了心流体验和动机体验。
相比之下,两项任务的行为表现相当(P<.87;BF01=2.87),SSG组的心流体验和内在动机评分更高,尽管这种差异不显著。
总体而言,我们的研究结果表明SST的游戏化是可行的,并且SSG更受喜爱。因此,当参与者的参与度至关重要时,我们建议使用SSG而非SST。