Show simple item record

dc.contributor.authorLawrence, N
dc.contributor.authorLumsden, J
dc.contributor.authorSkinner, A
dc.contributor.authorWoods, AT
dc.contributor.authorMunafò, M
dc.date.accessioned2016-07-12T11:50:44Z
dc.date.issued2016-07-06
dc.description.abstractComputerised cognitive assessments are a vital tool in the behavioural sciences, but participants often view them as effortful and unengaging. One potential solution is to add gamelike elements to these tasks in order to make them more intrinsically enjoyable, and some researchers have posited that a more engaging task might produce higher quality data. This assumption, however, remains largely untested. We investigated the effects of gamelike features and test location on the data and enjoyment ratings from a simple cognitive task. We tested three gamified variants of the Go-No-Go task, delivered both in the laboratory and online. In the first version of the task participants were rewarded with points for performing optimally. The second version of the task was framed as a cowboy shootout. The third version was a standard Go-No-Go task, used as a control condition. We compared reaction time, accuracy and subjective measures of enjoyment and engagement between task variants and study location. We found points to be a highly suitable game mechanic for gamified cognitive testing because they did not disrupt the validity of the data collected but increased participant enjoyment. However, we found no evidence that gamelike features could increase engagement to the point where participant performance improved. We also found that while participants enjoyed the cowboy themed task, the difficulty of categorising the gamelike stimuli adversely affected participant performance, increasing No-Go error rates by 28% compared to the non-game control. Responses collected online vs. in the laboratory had slightly longer reaction times but were otherwise very similar, supporting other findings that online crowdsourcing is an acceptable method of data collection for this type of research.en_GB
dc.description.sponsorshipThe authors are members of the United Kingdom Centre for Tobacco and Alcohol Studies, a UKCRC Public Health Research: Centre of Excellence which receives funding from the British Heart Foundation, Cancer Research UK, Economic and Social Research Council, Medical Research Council, and the National Institute for Health Research, under the auspices of the UK Clinical Research Collaboration. This work was supported by the Medical Research Council (MC_UU_12013/6) and a PhD studentship to JL funded by the Economic and Social Research Council and Cambridge Cognition Limited. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.en_GB
dc.identifier.citationVol. 4:e2184, pp. 1 - 19en_GB
dc.identifier.doi10.7717/peerj.2184
dc.identifier.urihttp://hdl.handle.net/10871/22515
dc.language.isoenen_GB
dc.publisherPeerJen_GB
dc.relation.urlhttps://peerj.com/articles/2184/en_GB
dc.rightsThis is the final version of the article. Available from PeerJ via the DOI in this record.en_GB
dc.titleThe effects of gamelike features and test location on cognitive test performance and participant enjoymenten_GB
dc.typeArticleen_GB
dc.date.available2016-07-12T11:50:44Z
dc.identifier.issn2167-8359
dc.descriptionArticleen_GB
dc.identifier.journalPeerJen_GB


Files in this item

This item appears in the following Collection(s)

Show simple item record