Cited by 86Educational Games and GamificationCognitive Abilities and TestingFlow Experience in Various Fields

Game elements improve performance in a working memory training task

Open access
Ninaus, Manuel, Pereira, Gonçalo, Stefitz, René, Prada, Rui, Paiva, Ana, Neuper, Christa, Wood, Guilherme·2015·International Journal of Serious Games

Abstract

The utilization of game elements in a non-game context is currently used in a vast range of different domains. However, research on game elements’ effects in cognitive tasks is still sparse. Thus, in this study we implemented three game elements, namely, progress bar, level indicator, and a thematic setting, in a working memory training task. We evaluated the impact of game elements on user performance and perceived state of flow when compared to a conventional version of the task. Participants interacting with game elements showed higher scores in the working memory training task than participants from a control group who completed the working memory training task without the game elements. Moreover, game elements facilitated the individuals’ performance closer to their maximum working memory capacity. Finally, the perceived flow did not differ between the two groups, which indicates that game elements can induce better performance without changing the perception of being “in the zone”, that is without an increase in anxiety or boredom. This empirical study indicates that certain game elements can improve the performance and efficiency in a working memory task by increasing users’ ability and willingness to train at their optimal performance level.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.17083/ijsg.v2i1.60

Cites

33 of 33 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Research works printed but not linked: 1

  1. Rheinberg F., Vollmeyer R., and Engeser S., Die Erfassung des Flow-Erlebens [measuring flow- experience], in Diagnostik von Motivation und Selbstkonzept, Göttingen: Hogrefe, 2003, pp. 261-279.

Cited by

Sorted by citations

Authors
Ninaus, M., Pereira, G., Stefitz, R., Prada, R., Paiva, A., Neuper, C., & Wood, G.
Affiliations
  • University of Graz (AT)
  • Instituto de Engenharia de Sistemas e Computadores Investigação e Desenvolvimento (PT)
Venue
International Journal of Serious Games
Published
2015-02-10
Volume
2
Issue
1
ISSN
2384-8766 (ISSN-L)
OpenAlex
W2038990216
Cited by
86
References
33
Citations by year
2026: 3 · 2025: 9 · 2024: 9 · 2023: 15 · 2022: 7 · 2021: 11 · 2020: 8 · 2019: 4 · 2018: 3 · 2017: 8 · 2016: 5 · 2015: 4
FWCI
16.84
Type
journal article
Language
en
Open access
Licence
cc-by-nc-nd
Locations
  • International Journal of Serious Games (publishedVersion, cc-by-nc-nd)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
  • European Commission (258169)
  • Fundação para a Ciência e a Tecnologia (SFRH/BD/66663/2009, PEst-OE/EEI/LA0021/2013)
  • FP7 Information and Communication Technologies (FP7‐ICT‐2009‐5)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
  • Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
Keywords
game elements, working memory training, progress bar, level indicator, flow experience, user performance, working memory capacity, serious games, gamification

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review