87 research outputs found

    Effective gamification of the stop-signal task: Two controlled laboratory experiments

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    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 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. OBJECTIVE This study aims to design a gamified SST that improves participants' engagement and validate this gamified SST against a standard SST. METHODS We 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. RESULTS In 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. CONCLUSIONS Overall, 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

    KINECTWheels: wheelchair-accessible motion-based game interaction

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    The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely. To address this problem, we introduce KINECTWheels, a toolkit that facilitates the integration of wheelchair-based game input. Our library can help game designers to integrate wheelchair input at the development stage, and it can be configured to trigger keystroke events to make off-the-shelf PC games wheelchair-accessible

    The acute cognitive benefits of casual exergame play

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    Acute cognitive benefits, such as temporary improvements in concentration, can result from as few as ten minutes of exercise; however, most people do not take exercise breaks throughout the day. To motivate people to receive the cognitive benefits of exercising in short bursts multiple times per day, we designed an engaging casual exergame. To determine whether there are cognitive benefits after playing our game, we conducted two studies to compare playing ten minutes of our casual exergame to a sedentary version of the game or exercise on a treadmill. We found acute cognitive benefits of the casual exergame over the sedentary version (but not treadmill exercise), demonstrated by significantly improved performance on two cognitive tests that require focus and concentration. Significant improvements were also found in participants' affective states after playing the casual exergame. Finally, our casual exergame produces similar exertion levels to treadmill exercise, but is perceived as more fun.Ye

    Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement

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    Game developers have to ensure their games are appealing to, and playable by, a range of people. However, although there has been interest in the game-play experience, we know little about how learning relates to player involvement. This is despite challenge being an integral part of game-play, providing players with potential opportunities to learn. This article reports on a multiple case-study approach that explored how learning and involvement come together in practice. Participants consisted of a mix of gamers and casual players. Data included interviews, multiple observations of game-play, postplay cued interviews, and diary entries. A set of theoretical claims representing suggested relationships between involvement and learning were developed on the basis of previous literature; these were then assessed through a critical examination of the data set. The resulting theory is presented as 14 refined claims that relate to micro and macro involvement; breakdowns and breakthroughs in action, understanding, and involvement; progress; and agency, meaning and compelling game-play. The claims emphasize how players experience learning via breakthroughs in understanding, where involvement is increased when the player feels responsible for progress. Supporting the relationship between learning and involvement is important for ensuring the success of commercial and educational games

    Students’ Perceptions of Learning Processes as Co-Authors of Digital Tabletop Activities

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    We conducted a small-scale study in order to explore students’ perceptions of the learning processes when engaged as co-authors of content for collaborative higher order thinking skills learning tasks. We specifically designed the process to allow for self-critique – where authors can observe their creations being solved and therefore understand where they may improve their design. We collected data over a three-day period from a sample of twelve thirteen year olds, working in teams, authoring content for Digital Mysteries (a higher order thinking skills collaborative learning application based on the digital tabletop). The study was structured to follow Bloom’s taxonomy, a continuum of cognitive skills that develop during a learning process. We found that 1) rather than follow this continuum, skills developed in a non-linear manner due to the abstract nature of the authoring activity, and 2) the students’ demonstrated good metacognitive insights into the authoring task, technology and collaborative learning as a whole

    Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games

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    Online social interactions in multiplayer games can be supportive and positive or toxic and harmful; however, few methods can easily assess interpersonal interaction quality in games. We use behavioural traces to predict affiliation between dyadic strangers, facilitated through their social interactions in an online gaming setting. We collected audio, video, in-game, and self-report data from 23 dyads, extracted 75 features, trained Random Forest and Support Vector Machine models, and evaluated their performance predicting binary (high/low) as well as continuous affiliation toward a partner. The models can predict both binary and continuous affiliation with up to 79.1% accuracy (F1) and 20.1% explained variance (R2) on unseen data, with features based on verbal communication demonstrating the highest potential. Our findings can inform the design of multiplayer games and game communities, and guide the development of systems for matchmaking and mitigating toxic behaviour in online games.Comment: CHI '2
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