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基于游戏化认知评估任务的持续性表现的纵向分析。

Longitudinal analysis of sustained performance on gamified cognitive assessment tasks.

机构信息

Department of Mechanical and Industrial Engineering, University of Toronto, Toronto, Canada.

Department of Industrial Engineering and Economics, Tokyo Institute of Technology, Tokyo, Japan.

出版信息

Appl Neuropsychol Adult. 2024 Jul-Aug;31(4):502-526. doi: 10.1080/23279095.2022.2039931. Epub 2022 Feb 23.

Abstract

Serious games aim to provide cognitive assessments that are more enjoyable and easier to self-administer, potentially leading to more frequent assessments. We carried out two studies examining the relationship between game-playing enjoyment, game difficulty, and cognitive (game) performance. In the first study, 16 participants played three serious games once a week over four weeks as part of an undergraduate course, but with relatively minor motivation in terms of course credits. In the second study, 14 participants played serious games over six sessions in a period of three weeks. Participants included graduate students receiving credit for the course project (a major component of the grade) and friends and family that they recruited. Performance in the more difficult tasks tended to improve over time in the second study, but not in the first. Participants from the first study showed an overall negative sentiment toward the games. However, participants from the second study enjoyed the majority of games except for the more difficult games that required players to temporarily hold and memorize information. Participants got significantly better in the more difficult working memory games, even though these games were less popular than the simpler games. Our interpretation of the results is that enjoyability is important in encouraging people to keep playing cognitive assessment games as time progresses, and that enjoyability helps in maintaining performance in easy games. Higher motivation on the other hand played a significant role in facilitating learning effects in difficult games as well as in maintaining enjoyability.

摘要

严肃游戏旨在提供更具趣味性且更易于自我管理的认知评估,从而可能增加评估的频率。我们进行了两项研究,以检验游戏趣味性、游戏难度与认知(游戏)表现之间的关系。在第一项研究中,16 名参与者在四周内每周玩三次严肃游戏,作为一门本科课程的一部分,但主要是为了获得课程学分的动机。在第二项研究中,14 名参与者在三周内分六次玩严肃游戏。参与者包括为课程项目(成绩的主要组成部分)获得学分的研究生以及他们招募的朋友和家人。第二项研究中,随着时间的推移,较难任务的表现趋于提高,但第一项研究中并未如此。第一项研究的参与者对游戏总体上持负面情绪。然而,第二项研究的参与者喜欢大多数游戏,除了需要玩家临时保持和记忆信息的更难游戏。参与者在更难的工作记忆游戏中取得了显著的进步,尽管这些游戏不如简单游戏受欢迎。我们对结果的解释是,在随着时间的推移鼓励人们继续玩认知评估游戏时,趣味性很重要,并且趣味性有助于保持简单游戏的表现。另一方面,较高的动机在促进困难游戏中的学习效果以及保持趣味性方面也发挥了重要作用。

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