[HTML][HTML] Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy

J Lumsden, EA Edwards, NS Lawrence… - JMIR serious …, 2016 - games.jmir.org
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive,
which often leads to participant disengagement. This, in turn, may negatively impact data …

A review of research on gamification approach in education

S Kocakoyun, F Ozdamli - Socialization. A multidimensional …, 2018 - books.google.com
Gamification has become the most popular topic of the last few years. Studies in gamification
area are examined based on certain different criteria in this study and content analysis …

[HTML][HTML] A gamification framework for cognitive assessment and cognitive training: qualitative study

A Khaleghi, Z Aghaei, MA Mahdavi - JMIR serious games, 2021 - games.jmir.org
Background Cognitive tasks designed to measure or train cognition are often repetitive and
presented in a monotonous manner, features that lead to participant boredom and …

Differential effect of motivational features on training improvements in school-based cognitive training

B Katz, S Jaeggi, M Buschkuehl, A Stegman… - Frontiers in human …, 2014 - frontiersin.org
Cognitive training often utilizes game-like motivational features to keep participants
engaged. It is unclear how these elements, such as feedback, reward, and theming impact …

Impact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks

YZ Hu, HT Wei, M Chignell - Computers in Human Behavior, 2023 - Elsevier
Gamification has been widely used in non-gaming contexts to motivate participants to
actively engage in tasks. However, game difficulty can alter the efficacy of different …

[HTML][HTML] Effective gamification of the stop-signal task: two controlled laboratory experiments

MA Friehs, M Dechant, S Vedress, C Frings… - JMIR Serious …, 2020 - games.jmir.org
Background: A 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 …

Validity threats in quantitative data collection with games: A narrative survey

D Gundry, S Deterding - Simulation & Gaming, 2019 - journals.sagepub.com
Background. Games are increasingly used to collect scientific data. Some suggest that game
features like high cognitive load may limit the inferences we can draw from such data, yet no …

How to build better memory training games

J Deveau, SM Jaeggi, V Zordan, C Phung… - Frontiers in systems …, 2015 - frontiersin.org
Can we create engaging training programs that improve working memory (WM) skills? While
there are numerous procedures that attempt to do so, there is a great deal of controversy …

Intrinsic motivation and attentional capture from gamelike features in a visual search task

AT Miranda, EM Palmer - Behavior Research Methods, 2014 - Springer
In psychology research studies, the goals of the experimenter and the goals of the
participants often do not align. Researchers are interested in having participants who take …

The phantom decoy effect in perceptual decision making

JS Trueblood, JC Pettibone - Journal of Behavioral Decision …, 2017 - Wiley Online Library
A phantom decoy is an alternative that is superior to another “target” option but is
unavailable at the time of choice. In value‐based decisions involving phantom decoys (eg …