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用于注意力评估的数字游戏的制作与评估:系统评价

The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review.

作者信息

Wiley Katelyn, Robinson Raquel, Mandryk Regan L

机构信息

Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada.

出版信息

JMIR Serious Games. 2021 Aug 9;9(3):e26449. doi: 10.2196/26449.

Abstract

BACKGROUND

Serious games are now widely used in many contexts, including psychological research and clinical use. One area of growing interest is that of cognitive assessment, which seeks to measure different cognitive functions such as memory, attention, and perception. Measuring these functions at both the population and individual levels can inform research and indicate health issues. Attention is an important function to assess, as an accurate measure of attention can help diagnose many common disorders, such as attention-deficit/hyperactivity disorder and dementia. However, using games to assess attention poses unique problems, as games inherently manipulate attention through elements such as sound effects, graphics, and rewards, and research on adding game elements to assessments (ie, gamification) has shown mixed results. The process for developing cognitive tasks is robust, with high psychometric standards that must be met before these tasks are used for assessment. Although games offer more diverse approaches for assessment, there is no standard for how they should be developed or evaluated.

OBJECTIVE

To better understand the field and provide guidance to interdisciplinary researchers, we aim to answer the question: How are digital games used for the cognitive assessment of attention made and measured?

METHODS

We searched several databases for papers that described a digital game used to assess attention that could be deployed remotely without specialized hardware. We used Rayyan, a systematic review software, to screen the records before conducting a systematic review.

RESULTS

The initial database search returned 49,365 papers. Our screening process resulted in a total of 74 papers that used a digital game to measure cognitive functions related to attention. Across the studies in our review, we found three approaches to making assessment games: gamifying cognitive tasks, creating custom games based on theories of cognition, and exploring potential assessment properties of commercial games. With regard to measuring the assessment properties of these games (eg, how accurately they assess attention), we found three approaches: comparison to a traditional cognitive task, comparison to a clinical diagnosis, and comparison to knowledge of cognition; however, most studies in our review did not evaluate the game's properties (eg, if participants enjoyed the game).

CONCLUSIONS

Our review provides an overview of how games used for the assessment of attention are developed and evaluated. We further identified three barriers to advancing the field: reliance on assumptions, lack of evaluation, and lack of integration and standardization. We then recommend the best practices to address these barriers. Our review can act as a resource to help guide the field toward more standardized approaches and rigorous evaluation required for the widespread adoption of assessment games.

摘要

背景

严肃游戏目前在许多领域广泛应用,包括心理学研究和临床应用。一个日益受到关注的领域是认知评估,它旨在测量不同的认知功能,如记忆、注意力和感知。在群体和个体层面测量这些功能可以为研究提供信息并指出健康问题。注意力是一项重要的评估功能,因为准确测量注意力有助于诊断许多常见疾病,如注意力缺陷多动障碍和痴呆症。然而,使用游戏来评估注意力存在独特的问题,因为游戏本身会通过音效、图形和奖励等元素来操控注意力,并且关于在评估中添加游戏元素(即游戏化)的研究结果不一。开发认知任务的过程很严格,在这些任务用于评估之前必须满足高心理测量标准。尽管游戏为评估提供了更多样化的方法,但对于如何开发或评估游戏并没有标准。

目的

为了更好地了解该领域并为跨学科研究人员提供指导,我们旨在回答以下问题:用于注意力认知评估的数字游戏是如何制作和测量的?

方法

我们在几个数据库中搜索描述用于评估注意力的数字游戏的论文,这些游戏可以在没有专门硬件的情况下远程部署。在进行系统评价之前,我们使用系统评价软件Rayyan筛选记录。

结果

最初的数据库搜索返回了49365篇论文。我们的筛选过程最终得到了74篇使用数字游戏测量与注意力相关的认知功能的论文。在我们综述的各项研究中,我们发现了三种制作评估游戏的方法:将认知任务游戏化、基于认知理论创建定制游戏以及探索商业游戏的潜在评估属性。关于测量这些游戏的评估属性(例如,它们评估注意力的准确性如何),我们发现了三种方法:与传统认知任务进行比较、与临床诊断进行比较以及与认知知识进行比较;然而,我们综述中的大多数研究并未评估游戏的属性(例如,参与者是否喜欢该游戏)。

结论

我们的综述概述了用于注意力评估的游戏是如何开发和评估的。我们进一步确定了该领域发展的三个障碍:依赖假设、缺乏评估以及缺乏整合和标准化。然后,我们推荐了应对这些障碍的最佳实践方法。我们的综述可以作为一种资源,帮助引导该领域朝着评估游戏广泛应用所需的更标准化方法和严格评估方向发展。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5942/8386381/9c22538a7b12/games_v9i3e26449_fig1.jpg

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