ArticleJMIR serious games2020
Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments.
Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 37 papers, 3 of them syntheses that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
37 citing papers in PubMed, 3 syntheses or guidelines pooled it, 74 citations in OpenAlex.
- Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review.JMIR aging · 2025Pooled it
- Naturalistic assessments across the lifespan: Systematic review of inhibition measures in ecological settings.Neuroscience and biobehavioral reviews · 2024Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Stimulation success!? Improved response inhibition performance after prefrontal single-site and condition-and-perturb transcranial magnetic stimulation.Cognitive, affective & behavioral neuroscience · 2026Article
- Characterizing the behavioural correlates of error awareness with the novel speeded inference task.Scientific reports · 2026Article
- Gamified Assessment of Cognitive Impulsivity in Eating Disorders and Mental Ill-Health: Mixed Methods Study Incorporating Lived Experience Co-Design and Evaluation.JMIR serious games · 2026Article
- Spatially modulated visuomotor efficiency in FPS players: eye-tracking evidence from a Go/No-Go target acquisition task.Cognitive research: principles and implications · 2026Article
- Response Inhibition in borderline personality disorder assessed with a gamified stop signal task.Scientific reports · 2025Article
- Effect of Gamification on Task Engagement During an Eye-Tracking Test Battery in 5-Year-Old Children Born Preterm: Observational Study.JMIR serious games · 2025Article
- The unity/diversity framework of executive functions: behavioral and neural evidence in older adults.GeroScience · 2025Article
- Article
- Cognitive Training for Emotion-Related Impulsivity and Rumination: Protocol for a Pilot Randomized Waitlist-Controlled Trial.JMIR research protocols · 2025Article
- Article
- Leveraging technology to probe mechanisms of psychopathology: A proof of concept study of inhibitory control.PloS one · 2025Article
- The value of error-correcting responses for cognitive assessment in games.Scientific reports · 2024Article
- Impact of VR-Based Cognitive Training on Working Memory and Inhibitory Control in IDD Young Adults.Healthcare (Basel, Switzerland) · 2024Article
- Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment.JMIR serious games · 2024Article
- A touching advantage: cross-modal stop-signals improve reactive response inhibition.Experimental brain research · 2024Article
- Article
- No effects of 1 Hz offline TMS on performance in the stop-signal game.Scientific reports · 2023Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 2 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundA 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.
objectiveThis study aims to design a gamified SST that improves participants' engagement and validate this gamified SST against a standard SST.
methodsWe 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.
resultsIn 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.
conclusionsOverall, 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.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.