scholarly journals The Making and Evaluation of Digital Games Used for the Assessment of Attention: A Systematic Review (Preprint)

2020 ◽  
Author(s):  
Katelyn Wiley ◽  
Raquel Robinson ◽  
Regan L. Mandryk

BACKGROUND Serious games are now widely used in many contexts, including for psychological research and clinical use. One area of growing interest is that of cognitive assessment, which seeks to measure different cognitive functions like memory, attention and perception. Measuring these functions on both a population and individual level can inform research and indicate health issues. Attention is an important function to assess, as an accurate measure of attention can help diagnose many common disorders, such as attention-deficit/hyperactivity disorder and dementia. Using games to assess attention poses unique problems, as games inherently manipulate attention through elements like sound effects, graphics and rewards, and research on adding game elements to assessments (ie, gamification) has shown mixed results. OBJECTIVE The process for developing cognitive tasks is robust, with high psychometric standards that must be met before these tasks are used for assessment. Games offer more diverse approaches for assessment, but there is no standard for how they should be developed. In order to better understand the field, our objective was to answer the question: How are digital games used for the cognitive assessment of attention made and measured? METHODS After an initial database search that returned 44,172 papers, we conducted a systematic review of 62 papers that use a digital game to measure cognitive functions relating to attention. RESULTS Across the studies in our review, we found three approaches to making assessment games: gamifying cognitive tasks, creating custom games based on theories of cognition, and exploring potential assessment properties of commercial games. In regard to measuring the assessment properties of these games (eg, how accurately they assess attention), we found three approaches: comparison to a traditional cognitive task, comparison to a clinical diagnosis, and comparison to knowledge of cognition; however, the majority of studies in our review did not evaluate the game’s properties (eg, if participants enjoyed the game). CONCLUSIONS Our review provides an overview of how games used for the assessment of attention are developed and evaluated. We further identified three barriers to advancing the field and recommend best practices to address these barriers. Our review can act as a resource to help guide the field towards the more standardized approaches and rigorous evaluation required for the widespread adoption of assessment games.

2020 ◽  
Author(s):  
Ali Khaleghi ◽  
Zahra Aghaei ◽  
Mohammad Amin Mahdavi

BACKGROUND Cognitive tasks are often repetitive and are often in a monotonous manner presented, which finally leads to participant boredom and disengagement. This, may cause high attrition rate, between-subjects variability, and, in turn, negatively impacts data quality and intervention effects. It is assumed that greater engagement and motivation will manifest data quality improvement. Gamification has been heralded as a potential mechanism for increasing participant engagement in cognitive tasks. Some studies have reported a positive effect of gamification on participant performance, although most have shown mixed results. One reason for these contrasting findings is that most studies have applied poorly and heterogeneous design techniques for gamifying cognitive assessment and training that in turn indicate the need for an appropriate gamification design framework in these tasks. OBJECTIVE This study aims to propose a preliminary design framework for gamifying cognitive training and testing. METHODS We employed a design science research approach to provide a framework for gamifying cognitive testing and training by synthesizing existing gamification design frameworks, gamification works in cognitive assessment and training, and incorporating in the field experiences, resulted to a gamification design framework. The prototypes of the framework were evaluated with relevant experts iteratively. RESULTS We proposed a six step framework to guide the designing of gamification in cognitive testing/ training. The steps include: objectives determination, knowing the users and context of gamification, gamification technique selection, iterative prototyping and playtesting, creating applicable models, and monitoring. CONCLUSIONS We found that: (1) an intermediate design framework is needed for gamifying cognitive testing/ training means that designers should select game elements by considering current cognitive testing/ training relevant characteristics otherwise risks like irrelevant cognitive load and hawthorne-like effects may jeopardize data quality, (2) in addition of developing a new gamified testing/ training tool from the scratch, two gamification techniques are widely used: first, adding game elements to a cognitive task, and second, mapping an existing game to a cognitive function/ test, and (3) further research is required to investigate the interplay of cognitive processes and game mechanics and how they should be designed/ implemented from the cognitive testing/ training and engagement perspectives.


2004 ◽  
Vol 94 (2) ◽  
pp. 547-561 ◽  
Author(s):  
Jason C. Cole ◽  
Brian R. Lopez ◽  
David V. Daleo

Horn's 1989 fluid intelligence and Luria's 1966 simultaneous processing have been represented in various cognitive assessment batteries. Although related, these concepts are purported to measure distinct cognitive functions; fluid intelligence refers to deductive reasoning whereas simultaneous processing refers to understanding complex relationships among gestalts. The current study explored the factor structure of known fluid and simultaneous tests along with visually complex new tests. A total of 56 children in Grades 1 through 5 were administered tests from the Kaufman Assessment Battery for Children, Elliott's Differential Abilities Scales, and two experimental tasks. Findings suggest that (1) the two experimental subtests were psychometrically viable, (2) when analyzed as a two-factor structure, fluid and visual processing components were pronounced, and (3) when analyzed as a single-factor structure, simultaneous processing emerged. These findings indicate simultaneous processing may be a blend of fluid and visual components.


2020 ◽  
Vol 51 (5) ◽  
pp. 586-611
Author(s):  
Merijke Coenraad ◽  
Anthony Pellicone ◽  
Diane Jass Ketelhut ◽  
Michel Cukier ◽  
Jan Plane ◽  
...  

Background. Cybersecurity is of increasing importance in our interconnected world, yet the field has a growing workforce deficit and an underrepresentation of women and people of color. In an effort to address these issues, many digital games have been created to teach individuals about cybersecurity and keeping themselves, their data, and their networks safe. Intervention. We present the results of a systematic review of digital games related to cybersecurity as a means to understand how players are being introduced to cybersecurity in game-based contexts. Methods. Using a systematic search, we identified 181 games related to cybersecurity (either through content or aesthetics) by searching the Apple App Store, the Google Play Store, Steam, and the web broadly. Each game was played for up to an hour and characteristics such as the game story, game elements, and presentation of cybersecurity were gathered. Results. We found diverse conceptualizations of cybersecurity and of cybersecurity professionals. Further, the nature of games and the framing of cybersecurity varied by the platform and device on which the game was available (computer, mobile, or web). Web games were most likely to present cybersecurity as cyber safety and were more likely to be a gamified quiz or worksheet. Computer and mobile games tended to present cybersecurity through game aesthetics or deep content engagement. The games mirrored the underrepresentation of women and minoritized individuals in the field. Discussion. With the variety of digital cybersecurity games and the differences in games based on the platform on which the game is available, it is important game developers move beyond presenting cybersecurity through gamification and focusing on cyber safety. The current scope of cybersecurity games leaves room for the development of games focused on deeper content engagement with cybersecurity topics in an environment conducive to the broadening participation goals of the cybersecurity field.


2018 ◽  
Author(s):  
Edmund W. J. Lee ◽  
Han Zheng ◽  
Htet Htet Aung ◽  
Megha Rani Aroor ◽  
Chen Li ◽  
...  

BACKGROUND Promoting safety and health awareness and mitigating risks are of paramount importance to companies in high-risk industries. Yet, there are very few studies that have synthesized findings from existing online workplace safety and health literature to identify what are the key factors that are related to (a) safety awareness, (b) safety risks, (c) health awareness, and (d) health risks. OBJECTIVE As one of the first systematic reviews in the area of workplace health and safety, this study aims to identify the factors related to safety and health awareness as well as risks, and systematically map these factors within three levels: organizational, cultural, and individual level. Also, this review aims to assess the impact of these workplace safety and health publications in both academic (e.g., academic databases, Mendeley, and PlumX) and non-academic settings (e.g., social media platform). METHODS The systematic review was conducted in line with procedures recommended by Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA). First, Proquest, ScienceDirect and Scopus were identified as suitable databases for the systematic review. Second, after inputting search queries related to safety and health awareness and risks, the articles were evaluated based on a set of inclusion and exclusion criteria. Third, the factors identified in the included articles were coded systematically. Fourth, the research team assessed the impact of the articles through a combination of traditional and new metric analysis methods: citation count, Altmetric Attention Score, Mendeley readers count, usage count, and capture count. RESULTS Out of a total of 4,831 articles retrieved from the three databases, 51 articles were included in the final sample and were systematically coded. The results revealed six categories of organizational (management commitment, management support, organizational safety communication, safety management systems, physical work environment, and organizational environment), two cultural (interpersonal support and organizational culture), and four individual (perception, motivation, attitude and behavior) level factors that relate to safety and health awareness and risk. In terms of impact, the relationship between citation count and the various metrics measuring academic activity (e.g., Mendeley readers, usage count, and capture count) were mostly significant while the relationship between citation count and Altmetric Attention Score was non-significant. CONCLUSIONS This study provides a macro view of the current state of workplace safety and health research and gives scholars an indication on some of the key factors of safety and health awareness and risks. Researchers should also be cognizant that while their work may receive attention from the scholarly community, it is important to tailor their communication messages for the respective industries they are studying to maximize the receptivity and impact of their findings. CLINICALTRIAL N.A.


Author(s):  
Kristy Martin ◽  
Emily McLeod ◽  
Julien Périard ◽  
Ben Rattray ◽  
Richard Keegan ◽  
...  

Objective: In this review, we detail the impact of environmental stress on cognitive and military task performance and highlight any individual characteristics or interventions which may mitigate any negative effect. Background: Military personnel are often deployed in regions markedly different from their own, experiencing hot days, cold nights, and trips both above and below sea level. In spite of these stressors, high-level cognitive and operational performance must be maintained. Method: A systematic review of the electronic databases Medline (PubMed), EMBASE (Scopus), PsycINFO, and Web of Science was conducted from inception up to September 2018. Eligibility criteria included a healthy human cohort, an outcome of cognition or military task performance and assessment of an environmental condition. Results: The search returned 113,850 records, of which 124 were included in the systematic review. Thirty-one studies examined the impact of heat stress on cognition; 20 of cold stress; 59 of altitude exposure; and 18 of being below sea level. Conclusion: The severity and duration of exposure to the environmental stressor affects the degree to which cognitive performance can be impaired, as does the complexity of the cognitive task and the skill or familiarity of the individual performing the task. Application: Strategies to improve cognitive performance in extreme environmental conditions should focus on reducing the magnitude of the physiological and perceptual disturbance caused by the stressor. Strategies may include acclimatization and habituation, being well skilled on the task, and reducing sensations of thermal stress with approaches such as head and neck cooling.


Nutrients ◽  
2021 ◽  
Vol 13 (3) ◽  
pp. 868
Author(s):  
Jorge Lorenzo Calvo ◽  
Xueyin Fei ◽  
Raúl Domínguez ◽  
Helios Pareja-Galeano

Cognitive functions are essential in any form of exercise. Recently, interest has mounted in addressing the relationship between caffeine intake and cognitive performance during sports practice. This review examines this relationship through a structured search of the databases Medline/PubMed and Web of Science for relevant articles published in English from August 1999 to March 2020. The study followed PRISMA guidelines. Inclusion criteria were defined according to the PICOS model. The identified records reported on randomized cross-over studies in which caffeine intake (as drinks, capsules, energy bars, or gum) was compared to an identical placebo situation. There were no filters on participants’ training level, gender, or age. For the systematic review, 13 studies examining the impacts of caffeine on objective measures of cognitive performance or self-reported cognitive performance were selected. Five of these studies were also subjected to meta-analysis. After pooling data in the meta-analysis, the significant impacts of caffeine only emerged on attention, accuracy, and speed. The results of the 13 studies, nevertheless, suggest that the intake of a low/moderate dose of caffeine before and/or during exercise can improve self-reported energy, mood, and cognitive functions, such as attention; it may also improve simple reaction time, choice reaction time, memory, or fatigue, however, this may depend on the research protocols.


2021 ◽  
Vol 13 (4) ◽  
pp. 2247 ◽  
Author(s):  
Ana Manzano-León ◽  
Pablo Camacho-Lazarraga ◽  
Miguel A. Guerrero ◽  
Laura Guerrero-Puerta ◽  
José M. Aguilar-Parra ◽  
...  

Educational gamification consists of the use of game elements and game design techniques in the educational context. The objective of this study is to examine the existing evidence on the impact of educational gamification on student motivation and academic performance in the last five years in order to analyze its distribution over time, educational level, variables, and most used game elements, and know the advantages of its implementation in the classroom. For this, a systematic review is proposed through the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) methodology in three multidisciplinary databases, through an exhaustive search with inclusion and exclusion criteria on quantitative experimental studies that explore gamification in educational centers, which provide information about the most current lines of research. Fourteen studies were included in this review. These used experimental or quasi-experimental designs. Most of them report gamification as a valid learning strategy. The results support the conclusion that educational gamification has a potential impact on the academic performance, commitment, and motivation of students. Therefore, this study implies the need to expand research on the needs and challenges of students when learning with gamified techniques.


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