Evidence map›Paper›PMID 32897233›Full record

ArticleJMIR serious games2020

Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments.

Maximilian Achim Friehs, Martin Dechant, Sarah Vedress, Christian Frings, Regan Lee Mandryk

Open access · goldAbstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
37citing papers in PubMed, 3 pooled it
4.5field-weighted citation impact, top 4% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

37 citing papers in PubMed, 3 syntheses or guidelines pooled it, 74 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 2 institutions in 2 countries.

Maximilian Achim FriehsDepartment of Cognitive Psychology and Methodology, Trier University, Trier, Germany.ORCID https://orcid.org/0000-0002-9362-4140
Martin DechantHuman-Computer-Interaction Lab, Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada.ORCID https://orcid.org/0000-0001-9073-8727
Sarah VedressHuman-Computer-Interaction Lab, Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada.ORCID https://orcid.org/0000-0003-0527-7191
Christian FringsDepartment of Cognitive Psychology and Methodology, Trier University, Trier, Germany.ORCID https://orcid.org/0000-0002-3852-7380
Regan Lee MandrykHuman-Computer-Interaction Lab, Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada.ORCID https://orcid.org/0000-0003-0772-6616
University of Saskatchewan · CAUniversität Trier · DE

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

cognitiongames, experimentalmotivationproof of concept studypsychologyvideo games

Identifiers

PMID32897233
PMCPMC7509611
OpenAlexW3037743369

What Socratic holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.