Gamelike features might not improve data
Open accessAbstract
Many psychological experiments require participants to complete lots of trials in a monotonous task, which often induces boredom. An increasingly popular approach to alleviate such boredom is to incorporate gamelike features into standard experimental tasks. Games are assumed to be interesting and, hence, motivating, and better motivated participants might produce better data (with fewer lapses in attention and greater accuracy). Despite its apparent prevalence, the assumption that gamelike features improve data is almost completely untested. We test this assumption by presenting a choice task and a change detection task in both gamelike and standard forms. Response latency, accuracy, and overall task performance were unchanged by gamelike features in both experiments. We present a novel cognitive model for the choice task, based on particle filtering, to decorrelate the dependent variables and measure performance in a more psychologically meaningful manner. The model-based analyses are consistent with the hypothesis that gamelike features did not alter cognition. A postexperimental questionnaire indicated that the gamelike version provided a more positive and enjoyable experience for participants than the standard task, even though this subjective experience did not translate into data effects. Although our results hold only for the two experiments examined, the gamelike features we incorporated into both tasks were typical of-and at least as salient and interesting as those usually used by-experimental psychologists. Our results suggest that modifying an experiment to include gamelike features, while leaving the basic task unchanged, may not improve the quality of the data collected, but it may provide participants with a better experimental experience.
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Subjective ratings indicated that both versions of both decision-making tasks were equally boring and repetitive.
“Subjective ratings indicated that both versions of both tasks were equally boring and repetitive”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [9]
Given the relatively large combined sample size of these studies (N=200), they provide good evidence that game mechanics can be included in cognitive tests without invalidating the data and with the desired effect of increasing motivation.
“Given the relatively large combined sample size of these studies (N=200), they provide good evidence that game mechanics can be included in cognitive tests without invalidating the data and with the desired effect of increasing motivation.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [9]
The gamelike versions of the decision-making tasks were more interesting and enjoyable.
“but that the gamelike versions were more interesting and enjoyable.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [9]
No difference was found between the data collected by the gamified versions and the nongame versions of two decision-making tasks.
“No difference between the data collected by the gamified versions and the nongame versions was found.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [9]
Results of references [9,17,18,38] show that gamified tasks can be used to improve motivation, while still maintaining a scientifically valid task.
“The results of references [9,17,18,38], show that gamified tasks can be used to improve motivation, while still maintaining a scientifically valid task.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [9]
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References 102 · Cited by 61
- Authors
- Hawkins, G. E., Rae, B., Nesbitt, K. V., & Brown, S. D.
- Affiliations
- University of Newcastle Australia (AU)
- Corresponding author
- Hawkins, Guy E.
- Venue
- Behavior Research Methods
- Published
- 2012-10-09
- Volume
- 45
- Issue
- 2
- Pages
- 301-318
- ISSN
- 1554-351X (ISSN-L)
- 1554-3528
- OpenAlex
- W2156517783
- Cited by
- 61
- References
- 102
- Citations by year
- 2026: 1 · 2025: 4 · 2024: 3 · 2023: 9 · 2022: 5 · 2021: 3 · 2020: 5 · 2019: 4 · 2018: 4 · 2017: 5 · 2016: 4 · 2015: 7 · 2014: 4 · 2013: 2
- FWCI
- 8.33
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Licence
- www.springer.com/tdm (tdm)
- Locations
- Behavior Research Methods (publishedVersion)
- PubMed (publishedVersion)
- NOVA (University of Newcastle Australia) (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Safety Research › Experimental Behavioral Economics Studies
- Social Sciences › Decision Sciences › General Decision Sciences › Decision-Making and Behavioral Economics
- Keywords
- participant motivation, data quality, choice task, change detection task, particle filter, cognitive models, response latency, accuracy, experimental design
- MeSH terms
- Attention, Bayes Theorem, Boredom, Female, Games, Experimental, Humans, Male, Play and Playthings, Surveys and Questionnaires, Reaction Time, Research Design, Task Performance and Analysis, Behavioral Research, Young Adult
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