ArticleJMIR serious games2026
Gamified Assessment of Cognitive Impulsivity in Eating Disorders and Mental Ill-Health: Mixed Methods Study Incorporating Lived Experience Co-Design and Evaluation.
Article in JMIR serious games, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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Abstract
Background: Cognitive impulsivity is a multifaceted construct associated with symptom severity, functional impairment, and poor quality of life in eating disorders (EDs) and mental ill-health. However, objective assessment of cognitive impulsivity is piecemeal and complex, with many assessment tools lacking psychometric evaluation and ecological validity. Furthermore, validated assessment tools are rarely perceived to be engaging or meaningful by individuals who complete them, limiting their utility in research and forming a barrier to clinical translation. Thus, although cognitive impulsivity predicts treatment engagement and outcomes, it is rarely assessed or addressed in a clinical context. Objective: We aimed to redesign and evaluate the Cognitive Impulsivity Suite (CIS), a validated gamified assessment battery of cognitive impulsivity, through user-centered co-design, agile game development, and user-centered evaluation. This collaborative study partnered researchers with individuals with lived experiences (LEs) of EDs and commonly co-occurring mental ill-health, and game development experts. Methods: In a sequential mixed methods design, we first defined user requirements through inductive thematic analysis of data from 2 focus groups incorporating 7 individuals with LE of EDs and commonly co-occurring mental health conditions (mean age 27.6, SD 7.03 y; 4 women, 2 men, 1 nonbinary), researchers, clinicians, and technology professionals. Agile game development was achieved through 6-week-long sprints, involving game developers and a play-testing team of researchers. During LE evaluation, we collected and analyzed data from an expanded sample (n=18; mean age 30.5, SD 6.56 y; 12 women, 3 men, 2 nonbinary), using a pragmatic blending of qualitative and quantitative research methods. This included inductive and deductive thematic analysis of "thinking aloud" data, descriptive statistics, and ANOVA tests of the Game User Experience Satisfaction Scale, short version (GUESS-18) surveys. Results: We co-designed guiding principles and ideas for aesthetics, story concepts, and gameplay features, which closely aligned with leading theories of psychological well-being, clinical evidence concerning ED recovery, and gamification frameworks. Qualitative evaluations of the new tool, CIS Papillon Park, showed user engagement and motivation were driven by opportunities for autonomy, personal accomplishment, and simulated interpersonal relationships, aligning with approaches to gamification based on self-determination theory. In quantitative evaluation, a mean GUESS-18 composite score of 45.9 (SD 9.85) showed CIS Papillon Park achieved sound overall user satisfaction, with subscale scores revealing strengths in usability, narrative, visual and audio aesthetics, and personal gratification. Conclusions: The contributions of this study are grounded in its integration of user-centered co-design and evaluation, agile game development, and theory-driven approaches to cognitive assessment and gamification, to redesign and evaluate a validated online task battery. The resulting CIS Papillon Park combines appealing aesthetics, gamification elements that address cognitive, emotional, and social needs, and accessible playing experiences, which maximized user satisfaction and engagement while prioritizing psychological safety. Next steps involve psychometric evaluation and dissemination.
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