Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques
Lumsden, J; Skinner, A; Coyle, D; et al.Lawrence, N; Munafo, M
Date: 22 November 2017
Journal
Journal of Medical Internet Research
Publisher
JMIR Publications
Publisher DOI
Abstract
Background: The prospect of assessing cognition longitudinally and remotely is attractive to
researchers, health practitioners and pharmaceutical companies alike. However, such repeatedtesting
regimes place a considerable burden on participants, and with cognitive tasks typically being
regarded as effortful and unengaging, these ...
Background: The prospect of assessing cognition longitudinally and remotely is attractive to
researchers, health practitioners and pharmaceutical companies alike. However, such repeatedtesting
regimes place a considerable burden on participants, and with cognitive tasks typically being
regarded as effortful and unengaging, these studies may experience high levels of participant
attrition. One potential solution is to gamify these tasks to make them more engaging: increasing
participant willingness to take part and reducing attrition. However, such an approach must
balance task validity with the introduction of entertaining gamelike elements.
Objectives: We set out to investigate the effects of gamelike features on participant attrition using
a between-subjects, longitudinal online testing study.
Methods: We used three variants of a common cognitive task, the stop signal task, with a single
gamelike feature in each: one variant where points were rewarded for performing optimally,
another where the task was given a graphical theme, and a third variant which was a standard stop
signal task and served as a control condition. Participants completed four compulsory test sessions
over four consecutive days before entering a six-day voluntary testing period where they faced a
daily decision to either drop out or continue taking part. Participants were paid for each session
they completed.
Results: 482 participants signed up to take part in the study, with 265 completing the requisite four
consecutive test sessions. We saw no evidence for an effect of gamification on attrition. A log-rank
test showed no evidence of a difference in dropout rates between task variants (X
2 (2, N = 265) =
3.022, p = .22) and a one-way ANOVA of the mean number of sessions completed per participant in each variant also showed no evidence for a difference (F [2,262] = 1.534, p = .21, partial η2 = 0.012.
Conclusions: Our findings raise doubts about the ability of gamification to reduce attrition from
longitudinal cognitive testing studies.
Psychology - old structure
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