Cited by 61Educational Games and GamificationExperimental Behavioral Economics StudiesDecision-Making and Behavioral Economics

Gamelike features might not improve data

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Hawkins, Guy E., Rae, Babette, Nesbitt, Keith V., Brown, Scott D.·2013·Behavior Research Methods

Abstract

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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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
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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