Cited by 584Educational Games and GamificationCognitive Abilities and TestingCognitive Functions and Memory

The DOI matches its Crossref record; 70 of the 71 references it cites were found in a registry or an index; none of the 82 sources its claims cite is checked for support yet.

Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

Open access
Lumsden, Jim, Edwards, Elizabeth A, Lawrence, Natalia S, Coyle, David, Munafò, Marcus R·2016·JMIR Serious Games

Abstract

BACKGROUND: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then data quality, intervention effects, and participant engagement may be improved. OBJECTIVES: This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes. We hope to answer 3 questions: (1) Why have researchers opted to use gamification? (2) What domains has gamification been applied in? (3) How successful has gamification been in cognitive research thus far? METHODS: We systematically searched several Web-based databases, searching the titles, abstracts, and keywords of database entries using the search strategy (gamif* OR game OR games) AND (cognit* OR engag* OR behavi* OR health* OR attention OR motiv*). Searches included papers published in English between January 2007 and October 2015. RESULTS: Our review identified 33 relevant studies, covering 31 gamified cognitive tasks used across a range of disorders and cognitive domains. We identified 7 reasons for researchers opting to gamify their cognitive training and testing. We found that working memory and general executive functions were common targets for both gamified assessment and training. Gamified tests were typically validated successfully, although mixed-domain measurement was a problem. Gamified training appears to be highly engaging and does boost participant motivation, but mixed effects of gamification on task performance were reported. CONCLUSIONS: Heterogeneous study designs and typically small sample sizes highlight the need for further research in both gamified training and testing. Nevertheless, careful application of gamification can provide a way to develop engaging and yet scientifically valid cognitive assessments, and it is likely worthwhile to continue to develop gamified cognitive tasks in the future.

Overview

AI snapshot

Written from the paper’s full text.

TL;DR

This systematic review identified 33 studies covering 31 gamified cognitive tasks and found 7 reasons researchers gamify cognitive assessment or training. Gamified tasks generally improved motivation and engagement, but evidence for improved data quality was lacking, and effects on task performance were mixed.

Key findings

  • The review included 33 relevant studies and 31 gamified cognitive tasks; working memory and general executive functions were common targets for both gamified assessment and training.
  • Gamified assessments were typically validated successfully, with sample intertask correlations of 0.45–0.60 in some simpler validation studies, but mixed-domain measurement was a problem.
  • Gamified training appeared highly engaging and boosted participant motivation, but mixed effects on task performance were reported; 21 of 33 studies compared a gamelike task directly against a nongamified counterpart.
  • The authors found no evidence that gamified tests improve data quality and some indications they may worsen it, while positive training findings were tentative due to methodological problems.

Methods

  • Systematic search of PsycInfo, Medline, ETHOS, EMBASE, PubMed, IBSS, Francis, Web of Science, and Scopus using `(gamif* OR game OR games) AND (cognit* OR engag* OR behavi* OR health* OR attention OR motiv*)`, limited to English papers from January 2007 to October 2015.
  • Inclusion required primary empirical research on a novel gamelike task designed to assess or train cognition and either validated or piloted; non–peer-reviewed papers, education/health-promotion/rehabilitation gamification, and non-gamelike VR/3D environments were excluded.
  • Papers were screened by one reviewer (JL) in three stages, with a second reviewer (EE) rescreening 20% from the title stage onward; inter-rater agreement was moderate (k=.526, 95% CI 0.416–0.633, P<.001).

Limitations

  • The paper states that the review required a narrow scope focused on cognitive training and testing, which led to some papers being excluded on the subjective basis of not being “cognitive research,” and that many included studies were preliminary, making findings tentative.
  • The paper states that sample sizes were small in nearly all reviewed studies and only 5 of 33 papers described a power calculation.
  • Evident from the text: many training games used only a gamified task, so the effect of gamification could not be dissociated from the intervention effect, and validation standards were heterogeneous.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.2196/games.5888

Cites

70 of 70 references verified0 citation errors · 0 not checkable

Statistics

3 tests recomputed · 0 with the reported and recomputed p on opposite sides of .05

Verification

Claims the paper makes

0 of 82 cited sources checked · 0 supported · 0 flagged

Show all 69 claims

  • It may state two separate claims as one. 44
  • Probably not a substantial claim. 19
57 of 57
  • The paper relies on this without support.

    Cognitive tasks are typically viewed as effortful, frustrating, and repetitive.

    “Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement.”
  • The paper relies on this without support.

    To the authors' knowledge, there have been no systematic reviews of gamification in cognitive research.

    “To our knowledge, there have been no systematic reviews of gamification in cognitive research.”
  • The paper relies on this without support.

    The highly repetitive nature of cognitive tasks means they are ripe for improvement.

    “the highly repetitive nature of cognitive tasks means they are ripe for improvement.”
  • The paper relies on this without support.

    Cognitive tests are typically a one-off measure, and replayability is not a requirement.

    “Cognitive tests are typically a one off measure, and replayability is not a requirement.”
  • The paper relies on this without support.

    Working memory deficit is a common symptom in many disorders.

    “working memory deficit is a common symptom in many disorders.”
  • The paper relies on this without support.

    Cognitive training normally requires several sessions to be effective.

    “Cognitive training normally requires several sessions to be effective”
  • The paper relies on this without support.

    Engagement will be the key to collecting high-quality data as cognitive research moves out of the laboratory and onto personal computers and mobile devices.

    “As cognitive research begins to move out of the laboratory and onto personal computers and mobile devices, engagement will be the key to collecting high-quality data.”
7 of 7

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?

Statistics that don’t add up

Each reported p-value recomputed from its test statistic and degrees of freedom.

  • p-value fits an unstated one-tailed test: r (22) = .35, p < .05

    Minor

    The paper reports p < .05 here; recomputing from the test statistic and its degrees of freedom gives p = .094 (two-tailed). The reported value is what a one-tailed test gives, but the paper does not say near this result that a one-tailed test was used.

    Reported p < .05 · recomputed p = .094

  • p-value fits an unstated one-tailed test: r (22)=.60, p < .001

    Minor

    The paper reports p < .001 here; recomputing from the test statistic and its degrees of freedom gives p = .002 (two-tailed). The reported value is what a one-tailed test gives, but the paper does not say near this result that a one-tailed test was used.

    Reported p < .001 · recomputed p = .002

2 of 2

Statistics recomputed

Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.

  • Doesn’t add upr(22) = 0.6reported p < .001 · recomputed p = .002

    “r (22)=.60, p < .001”

  • Doesn’t add upr(22) = 0.35reported p < .05 · recomputed p = .094

    “r (22) = .35, p < .05”

  • Consistentr(58) = 0.55reported p < .001 · recomputed p < .001

    “r (58)=.55, p < .001”

3 of 3

Self-check

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

Each contradiction between two passages listed here was confirmed by an independent check.

  • Trapp study has conflicting publication years

    Minor

    Table 1 dates the Trapp et al study to 2008, while its matching reference lists BMC Psychiatry 2013.

  • Ninaus finding points to a different reference

    Minor

    The text attributes the working-memory performance finding to Ninaus et al but cites reference 48, which is an essay by Eriksson and colleagues. The Ninaus study is listed as reference 46.

2 of 2

Citations

Cites

Flagged first, then by citations

1 of the 71 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. Gamberini, L, 2010, Stud Health Technol Inform, 154, 29
  2. 1996, Mol Psychiatry, 1, 121

Cited by

Sorted by citations

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Metadata

Authors
Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R.
Affiliations
  • University of Bristol (GB)
  • Queen Mary University of London (GB)
  • University of Exeter (GB)
  • University College Dublin (IE)
Corresponding author
Lumsden, Jim
Venue
JMIR Serious Games
Published
2016-07-15
Volume
4
Issue
2
Pages
e11
ISSN
2291-9279 (ISSN-L)
OpenAlex
W2465353856
Cited by
555
References
71
Citations by year
2026: 57 · 2025: 77 · 2024: 74 · 2023: 52 · 2022: 61 · 2021: 56 · 2020: 70 · 2019: 43 · 2018: 37 · 2017: 22 · 2016: 6
FWCI
6.76
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • JMIR Serious Games (publishedVersion, cc-by)
  • Europe PMC (PubMed Central) (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • Open Research Exeter (University of Exeter) (acceptedVersion)
  • Arrow@dit (Dublin Institute of Technology) (submittedVersion)
  • Bristol Research (University of Bristol) (submittedVersion, other-oa)
  • Research Repository UCD (University College Dublin) (submittedVersion, cc-by-nc-nd)
Funders
  • Wellcome Trust (092731)
  • United Kingdom Clinical Research Collaboration
  • Cancer Research UK
  • National Institute for Health and Care Research (NIHR-IPF-16-10-04)
  • British Heart Foundation
  • University of Bristol (092731, MC_UU_12013/6)
  • Medical Research Council (MC_UU_12013, MR/K023195/1, 092731, MC_UU_12013/6)
  • Economic and Social Research Council (ES/G007489/1, 1325188)
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 › Experimental and Cognitive Psychology › Cognitive Functions and Memory
Keywords
gamification, cognitive assessment, cognitive training, participant engagement, working memory, executive function, game elements, task validation, motivation, neuropsychological assessment

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