Intrinsic motivation and attentional capture from gamelike features in a visual search task
Open accessAbstract
In psychology research studies, the goals of the experimenter and the goals of the participants often do not align. Researchers are interested in having participants who take the experimental task seriously, whereas participants are interested in earning their incentive (e.g., money or course credit) as quickly as possible. Creating experimental methods that are pleasant for participants and that reward them for effortful and accurate data generation, while not compromising the scientific integrity of the experiment, would benefit both experimenters and participants alike. Here, we explored a gamelike system of points and sound effects that rewarded participants for fast and accurate responses. We measured participant engagement at both cognitive and perceptual levels and found that the point system (which invoked subtle, anonymous social competition between participants) led to positive intrinsic motivation, while the sound effects (which were pleasant and arousing) led to attentional capture for rewarded colors. In a visual search task, points were awarded after each trial for fast and accurate responses, accompanied by short, pleasant sound effects. We adapted a paradigm from Anderson, Laurent, and Yantis (Proceedings of the National Academy of Sciences 108(25):10367-10371, 2011b), in which participants completed a training phase during which red and green targets were probabilistically associated with reward (a point bonus multiplier). During a test phase, no points or sounds were delivered, color was irrelevant to the task, and previously rewarded targets were sometimes presented as distractors. Significantly longer response times on trials in which previously rewarded colors were present demonstrated attentional capture, and positive responses to a five-question intrinsic-motivation scale demonstrated participant engagement.
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.
Integrity signals
Registry
Cites
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.
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?
Points boosted subjective engagement scores in a visual search task.
“and boosted subjective engagement scores.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [36]
Sound effects did not improve scores of subjective engagement in a visual search task.
“and did not improve scores of subjective engagement.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [36]
These results highlight the delicate nature of designing gamified cognitive tests because something as innocuous as a few sound effects had deleterious effects on participant performance.
“These results highlight the delicate nature of designing gamified cognitive tests because something as innocuous as a few sound effects had deleterious effects on participant performance.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [36]
Points appeared to have no effect on data in a visual search task.
“Points appeared to have no effect on data”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [36]
Sound effects led to increased reaction times in a visual search task.
“They found that sound effects led to increased reaction times”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [36]
There were some indications that gamification may actually worsen data quality.
“and there were some indications that it may actually worsen it [17,18,34,36].”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [36]
Katz et al and Miranda and Palmer highlight that balancing motivation and performance can be difficult, with several game mechanics having unforeseen deleterious effects on performance.
“However, Katz et al [34] and Miranda and Palmer [36] highlight that this can be difficult balancing act, with several game mechanics having unforeseen deleterious effects on performance.”
From Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016) · cites this paper as [36]
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
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 27,815 · see citing works
Brainard, D. H. (1997) · Spatial Vision · doi:10.1163/156856897x00357 · Cited by 19,308 · see citing works
The VideoToolbox software for visual psychophysics: transforming numbers into movies
Pelli, D. G. (1997) · Spatial Vision · doi:10.1163/156856897x00366 · Cited by 11,110 · see citing works
Deci, E. L., Koestner, R., & Ryan, R. M. (1999) · Psychological Bulletin · doi:10.1037/0033-2909.125.6.627 · Cited by 7,176 · see citing works
Csíkszentmihályi, M. (1975) · Cited by 5,690 · see citing works
Finding flow: the psychology of engagement with everyday life
(1997) · Choice Reviews Online · doi:10.5860/choice.35-1828 · Cited by 3,522 · see citing works
Cognitive consequences of forced compliance.
Festinger, L., & Carlsmith, J. M. (1959) · The Journal of Abnormal and Social Psychology · doi:10.1037/h0041593 · Cited by 2,945 · see citing works
Confidence Intervals from Normalized Data: A correction to Cousineau (2005)
Morey, R. D. (2008) · Tutorials in Quantitative Methods for Psychology · doi:10.20982/tqmp.04.2.p061 · Cited by 2,118 · see citing works
Confidence intervals in within-subject designs: A simpler solution to Loftus and Masson's method
Cousineau, D. (2005) · Tutorials in Quantitative Methods for Psychology · doi:10.20982/tqmp.01.1.p042 · Cited by 1,969 · see citing works
Value-driven attentional capture
Anderson, B. A., Laurent, P. A., & Yantis, S. (2011) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1104047108 · Cited by 1,098 · see citing works
Detrimental effects of reward: Reality or myth?
Eisenberger, R., & Cameron, J. (1996) · American Psychologist · doi:10.1037//0003-066x.51.11.1153 · Cited by 1,016 · see citing works
Detrimental effects of reward. Reality or myth?
Eisenberger, R., & Cameron, J. (1996) · American Psychologist · doi:10.1037/0003-066x.51.11.1153 · Cited by 949 · see citing works
Effort for Payment: A Tale of Two Markets
Heyman, J., & Ariely, D. (2004) · Psychological Science · doi:10.1111/j.0956-7976.2004.00757.x · Cited by 827 · see citing works
Are financial incentives related to performance? A meta-analytic review of empirical research.
Jenkins, G. D., Mitra, A., Gupta, N., & Shaw, J. D. (1998) · Journal of Applied Psychology · doi:10.1037/0021-9010.83.5.777 · Cited by 791 · see citing works
Ariely, D., Uri Gneezy, B., Loewenstein, G. F., & Mažar, N. (2009) · The Review of Economic Studies · doi:10.1111/j.1467-937x.2009.00534.x · Cited by 786 · see citing works
On the importance of self-determination for intrinsically-motivated behavior
Zuckerman, M., Porac, J., Lathin, D., & Deci, E. L. (1978) · Personality and Social Psychology Bulletin · doi:10.1177/014616727800400317 · Cited by 623 · see citing works
Reward Changes Salience in Human Vision via the Anterior Cingulate
Hickey, C., Chelazzi, L., & Theeuwes, J. (2010) · The Journal of Neuroscience · doi:10.1523/jneurosci.1026-10.2010 · Cited by 606 · see citing works
Video Games and Spatial Cognition
Spence, I., & Feng, J. (2010) · Review of General Psychology · doi:10.1037/a0019491 · Cited by 532 · see citing works
Explaining the enjoyment of playing video games: the role of competition
Vorderer, P., Hartmann, T., & Klimmt, C. (2003) · International Conference on Entertainment Computing · doi:10.5555/958720.958735 · Cited by 466 · see citing works
Effects of externally imposed deadlines on subsequent intrinsic motivation.
Amabile, T. M., DeJong, W., & Lepper, M. R. (1976) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.34.1.92 · Cited by 412 · cited 1× · see citing works
“Questions 1–4 were adapted from the literature (Amabile et al., 1976; Festinger & Carlsmith, 1959).”
MethodPaying for productivity: a look at the evidence
(1990) · Choice Reviews Online · doi:10.5860/choice.28-0415 · Cited by 365 · see citing works
Visual Selective Attention and the Effects of Monetary Rewards
Libera, C. D., & Chelazzi, L. (2006) · Psychological Science · doi:10.1111/j.1467-9280.2006.01689.x · Cited by 365 · see citing works
Learning to Attend and to Ignore Is a Matter of Gains and Losses
Della Libera, C., & Chelazzi, L. (2009) · Psychological Science · doi:10.1111/j.1467-9280.2009.02360.x · Cited by 329 · see citing works
Learned Value Magnifies Salience-Based Attentional Capture
Anderson, B. A., Laurent, P. A., & Yantis, S. (2011) · PLoS ONE · doi:10.1371/journal.pone.0027926 · Cited by 294 · see citing works
The naked truth: Positive, arousing distractors impair rapid target perception
Most, S. B., Smith, S. D., Cooter, A., Levy, B. N., & Zald, D. H. (2007) · Cognition & Emotion · doi:10.1080/02699930600959340 · Cited by 241 · see citing works
Winning Isn't Everything: Competition, Achievement Orientation, and Intrinsic Motivation
Tauer, J. M., & Harackiewicz, J. M. (1999) · Journal of Experimental Social Psychology · doi:10.1006/jesp.1999.1383 · Cited by 178 · see citing works
Reward Guides Vision when It's Your Thing: Trait Reward-Seeking in Reward-Mediated Visual Priming
Hickey, C., Chelazzi, L., & Theeuwes, J. (2010) · PLoS ONE · doi:10.1371/journal.pone.0014087 · Cited by 164 · see citing works
Paying for productivity: A look at the evidence
Addison, J. T. (1991) · Journal of Comparative Economics · doi:10.1016/0147-5967(91)90032-o · Cited by 156 · see citing works
An emotion-induced attentional blink elicited by aversively conditioned stimuli.
Smith, S. D., Most, S. B., Newsome, L. A., & Zald, D. H. (2006) · Emotion · doi:10.1037/1528-3542.6.3.523 · Cited by 154 · see citing works
Competence Valuation as a Strategic Intrinsic Motivation Process
Elliot, A. J., Faler, J., McGregor, H. A., Campbell, W. K., Sedikides, C., & Harackiewicz, J. M. (2000) · Personality and Social Psychology Bulletin · doi:10.1177/0146167200269004 · Cited by 133 · see citing works
The Joint Effects of Target and Purpose Goals on Intrinsic Motivation: A Mediational Analysis
Haradkiewicz, J. M., & Elliot, A. J. (1998) · Personality and Social Psychology Bulletin · doi:10.1177/0146167298247001 · Cited by 129 · see citing works
Generalization of value-based attentional priority
Anderson, B. A., Laurent, P. A., & Yantis, S. (2012) · Visual Cognition · doi:10.1080/13506285.2012.679711 · Cited by 125 · see citing works
Lange, P. A. M. V., Schippers, M. C., & Balliet, D. P. (2010) · Personality and Individual Differences · doi:10.1016/j.paid.2010.05.038 · Cited by 120 · see citing works
Undergraduate Research Experiences in Psychology: A National Study of Courses and Curricula
Perlman, B., & McCann, L. I. (2005) · Teaching of Psychology · doi:10.1207/s15328023top3201_2 · Cited by 76 · see citing works
The games psychologists play (and the data they provide)
Washburn, D. A. (2003) · Behavior Research Methods, Instruments, & Computers · doi:10.3758/bf03202541 · Cited by 71 · see citing works
Assessing the validity of computer-game-like tests of processing speed and working memory
McPherson, J., & Burns, N. R. (2008) · Behavior Research Methods · doi:10.3758/brm.40.4.969 · Cited by 69 · see citing works
Auditory emotional cues enhance visual perception
Zeelenberg, R., & Bocanegra, B. R. (2010) · Cognition · doi:10.1016/j.cognition.2009.12.004 · Cited by 61 · see citing works
Gamelike features might not improve data
Hawkins, G. E., Rae, B., Nesbitt, K. V., & Brown, S. D. (2013) · Behavior Research Methods · doi:10.3758/s13428-012-0264-3 · Cited by 61 · see citing works
The double-edged sword of rewards for participation in psychology experiments.
Sharp, E. C., Pelletier, L. G., & Lévesque, C. (2006) · Canadian Journal of Behavioural Science / Revue canadienne des sciences du comportement · doi:10.1037/cjbs2006014 · Cited by 56 · see citing works
Gs Invaders: Assessing a computer game-like test of processing speed
McPherson, J., & Burns, N. R. (2007) · Behavior Research Methods · doi:10.3758/bf03192982 · Cited by 43 · see citing works
How different types of participant payments alter task performance
Brase, G. L. (2009) · Judgment and Decision Making · doi:10.1017/s1930297500001248 · Cited by 43 · see citing works
Individual Differences In Experiment Participation: Structure, Autonomy, and the Time of the Semeste
Roman, R. J., Moskowitz, G. B., Stein, M. I., & Eisenberg, R. F. (1995) · Journal of Personality · doi:10.1111/j.1467-6494.1995.tb00804.x · Cited by 33 · see citing works
Computer games: Paradigms of opportunity
Porter, D. B. (1995) · Behavior Research Methods, Instruments, & Computers · doi:10.3758/bf03204737 · Cited by 27 · see citing works
The Effect of Incentive and Control over Outcomes upon Intrinsic Motivation and Performance
Weiner, M. J. (1980) · The Journal of Social Psychology · doi:10.1080/00224545.1980.9924326 · Cited by 25 · see citing works
Flagged first, then by citations
1 of the 45 references couldn’t be matched to a known paper.
Research works printed but not linked: 1
- Miranda, A.T., & Palmer, E.M. (2011, April). The effects of non- monetary rewards and punishments on visual attention and par- ticipant motivation. Paper presented at the 59th Annual Nebraska Symposium on Motivation, Lincoln, NE.
Cited by
Sorted by citations
Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R. (2016) · JMIR Serious Games · doi:10.2196/games.5888 · Cited by 555 · see citing works
“Our review found no evidence to support that gamified tests can be used to improve data quality, either by reducing between-subject noise or by improving participant performance, and there were some indications that it may actually worsen it [17,18,34,36].”
BackgroundMethodInfluentialThe past, present, and future of selection history
Anderson, B. A., Kim, H., Kim, A. J., Liao, M., Mrkonja, L., Clement, A., & Grégoire, L. (2021) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2021.09.004 · Cited by 197 · see citing works
The role of reward prediction in the control of attention.
Sali, A. W., Anderson, B. A., & Yantis, S. (2014) · Journal of Experimental Psychology Human Perception & Performance · doi:10.1037/a0037267 · Cited by 96 · see citing works
“Reward, measured in cents, was based on the following algorithm: Reward round[(1,000 RT) .01] (see Miranda & Palmer, 2014 for a similar calculation).”
A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
Khaleghi, A., Aghaei, Z., & Mahdavi, M. A. (2021) · JMIR Serious Games · doi:10.2196/21900 · Cited by 106 · see citing works
“In addition, other studies [19,27] showed that gamification worsened data quality but had positive effects on engagement.”
BackgroundMethodInfluentialOn the value-dependence of value-driven attentional capture
Anderson, B. A., & Halpern, M. (2017) · Attention Perception & Psychophysics · doi:10.3758/s13414-017-1289-6 · Cited by 91 · see citing works
“In contrast to the results of Sha and Jiang (2016), but consistent with a large number of prior reports (e.”
ResultCognitive Training Can Reduce Civilian Casualties in a Simulated Shooting Environment
Biggs, A. T., Cain, M. S., & Mitroff, S. R. (2015) · Psychological Science · doi:10.1177/0956797615579274 · Cited by 83 · see citing works
“We stopped collecting data when we reached participant numbers that satisfied these criteria.”
BackgroundMethodEffective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
Friehs, M. A., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L. (2020) · JMIR Serious Games · doi:10.2196/17810 · Cited by 72 · see citing works
“For example, adding points (a common gamification technique) to a task has been shown to increase engagement [28,30-32] and improve performance, such as by facilitating faster reaction times [24,28].”
BackgroundConfident failures: Lapses of working memory reveal a metacognitive blind spot
Adam, K. C. S., & Vogel, E. K. (2017) · Attention Perception & Psychophysics · doi:10.3758/s13414-017-1331-8 · Cited by 67 · see citing works
“In addition to points-based feedback, which alters subjects’ intrinsic motivation (Miranda & Palmer, 2014), extrinsic motivational factors like reward may be used to improve metacognitive sensitivity to failures (Mrazek et al., 2012; Zedelius, Broadway, & Schooler, 2015).”
BackgroundReward-driven distraction: A meta-analysis.
Rusz, D., Pelley, M. E. L., Kompier, M. A. J., Mait, L., & Bijleveld, E. (2020) · Psychological Bulletin · doi:10.1037/bul0000296 · Cited by 62 · see citing works
“…2017; Jiao, Du, He, & Zhang, 2015; Laurent, Hall, Anderson, & Yantis, 2015; MacLean, Diaz, & Giesbrecht, 2016; MacLean & Giesbrecht, 2015a; Miranda & Palmer, 2014; Qi, Zeng, Ding, & Li, 2013; Rajsic, Perera, & Pratt, 2017; Roper, Vecera, & Vaidya, 2014; van Koningsbruggen, Ficarella,…”
Components of reward-driven attentional capture
Sha, L. Z., & Jiang, Y. V. (2015) · Attention Perception & Psychophysics · doi:10.3758/s13414-015-1038-7 · Cited by 63 · see citing works
“An anonymous reader noted that our accuracy feedback may have been too strong, akin to aversive outcomes (Schmidt, Belopolsky, & Theeuwes, 2015a, 2015b) or arousing sounds (Miranda & Palmer, 2013) known to influence attention.”
BackgroundMethodLumsden, J., Skinner, A., Woods, A. T., Lawrence, N., & Munafo, M. R. (2016) · PeerJ · doi:10.7717/peerj.2184 · Cited by 61 · see citing works
Value-driven attentional capture in the auditory domain
Anderson, B. A. (2015) · Attention Perception & Psychophysics · doi:10.3758/s13414-015-1001-7 · Cited by 59 · see citing works
“Specifically, when a sound is used to indicate reward, visual stimuli that are paired with this sound subsequently capture attention (Miranda & Palmer, 2014).”
BackgroundLumsden, J., Skinner, A., Coyle, D., Lawrence, N., & Munafo, M. R. (2017) · Journal of Medical Internet Research · doi:10.2196/jmir.8473 · Cited by 56 · see citing works
“The following questions were based on those used in previous studies [31,33,43] and were presented in a random order: (1) How enjoyable did you find that?, (2) How frustrating did you find that?, (3) How difficult was it to concentrate for the duration of that?, (4) How well do you think you…”
Game-based features in intelligent game-based learning environments: a systematic literature review
Sun, L., Kangas, M., & Ruokamo, H. (2023) · Interactive Learning Environments · doi:10.1080/10494820.2023.2179638 · Cited by 52 · see citing works
“However, some researchers (Katz et al., 2014; Miranda & Palmer, 2014) have noticed that some game mechanics and features might have deleterious e ff ects on performance since learners spend time dealing with the game characteristics, thus blurring the purpose of learning.”
What can 1 billion trials tell us about visual search?
Mitroff, S. R., Biggs, A. T., Adamo, S. H., Dowd, E. W., Winkle, J., & Clark, K. (2015) · Journal of Experimental Psychology: Human Perception and Performance · doi:10.1037/xhp0000012 · Cited by 46 · see citing works
“…Human Perception and Performance © 2014 American Psychological Association 2015, Vol. 41, No. 1, 1–5 0096-1523/15/$12.00 http://dx.doi.org/10.1037/xhp0000012 1 game is only worthwhile if people will play the game, and people are more likely to play if the game is fun (e.g., Miranda & Palmer, 2014).”
BackgroundInfluentialAttentional economics links value-modulated attentional capture and decision-making
Pearson, D., Watson, P., Albertella, L., & Pelley, M. E. L. (2022) · Nature Reviews Psychology · doi:10.1038/s44159-022-00053-z · Cited by 45 · see citing works
Feeling rushed? Perceived time pressure impacts executive function and stress.
Sussman, R. F., & Sekuler, R. (2022) · Acta Psychologica · doi:10.1016/j.actpsy.2022.103702 · Cited by 42 · see citing works
Learning in Virtual Reality: Bridging the Motivation Gap by Adding Annotations
Vogt, A., Albus, P., & Seufert, T. (2021) · Frontiers in Psychology · doi:10.3389/fpsyg.2021.645032 · Cited by 33 · see citing works
“Hence, annotations support learners with low motivation as they induce a more effective visual search pattern and consequently learning outcome is expected to be increased (Eseryel et al., 2014; Miranda and Palmer, 2014).”
BackgroundImprovements to visual working memory performance with practice and feedback
Adam, K. C. S., & Vogel, E. K. (2018) · PLoS ONE · doi:10.1371/journal.pone.0203279 · Cited by 36 · see citing works
A Review of Research on Gamification Approach in Education
Kocakoyun, S., & Özdamlı, F. (2018) · InTech eBooks · doi:10.5772/intechopen.74131 · Cited by 35 · see citing works
The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review
Wiley, K., Robinson, R., & Mandryk, R. L. (2021) · JMIR Serious Games · doi:10.2196/26449 · Cited by 34 · see citing works
“For example, Miranda and Palmer [64] gamified a visual search task and used it to investigate how participants responded to a task with points and sound effects included.”
BackgroundMethodHow Points and Theme Affect Performance and Experience in a Gamified Cognitive Task
Wiley, K., Vedress, S., & Mandryk, R. L. (2020) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376697 · Cited by 25 · see citing works
“Sound effects alone did not increase enjoyment [48].”
BackgroundInfluentialAttentional selection is biased towards controllable stimuli
Huffman, G., & Brockmole, J. R. (2020) · Attention Perception & Psychophysics · doi:10.3758/s13414-020-02004-3 · Cited by 23 · see citing works
Exploring the effects of using various designs of game-based materials on music learning
Wang, Y. (2021) · Interactive Learning Environments · doi:10.1080/10494820.2021.1894182 · Cited by 26 · see citing works
“…research which states that game design will a ff ect learning performance, and that too many complex game elements might disrupt learning since learners have to put e ff ort into dealing with the media and game information (Katz et al., 2014; Miranda & Palmer, 2014; Wouters & van Oostendorp, 2017).”
BackgroundReducing failures of working memory with performance feedback
Adam, K. C. S., & Vogel, E. K. (2016) · Psychonomic Bulletin & Review · doi:10.3758/s13423-016-1019-4 · Cited by 25 · see citing works
“Cognitive feedback can act as an extrinsic reward (Aron, 2004), and game-like visual feedback can increase subjects’ intrinsic motivation (Miranda & Palmer, 2013).”
Neural correlates of attentional capture by stimuli previously associated with social reward
Kim, A. J., & Anderson, B. A. (2019) · Cognitive Neuroscience · doi:10.1080/17588928.2019.1585338 · Cited by 24 · see citing works
Examining the Use of Game-Based Assessments for Hiring Autistic Job Seekers
Willis, C. M. G., Powell-Rudy, T., Colley, K. L., & Prasad, J. J. (2021) · Journal of Intelligence · doi:10.3390/jintelligence9040053 · Cited by 21 · see citing works
FISHERMAN: A Serious Game for Executive Function Assessment of Older Adults
Wang, P., Fang, Y., Qi, J.-Y., & Li, H. (2022) · Assessment · doi:10.1177/10731911221105648 · Cited by 23 · see citing works
“Several studies found that adding points for cognitive tasks could increase engagement and enjoyment (Lumsden et al., 2016b; Miranda & Palmer, 2013; Wiley et al., 2020).”
BackgroundUncertainty modulates value-driven attentional capture
Cho, S. A., & Cho, Y. S. (2020) · Attention Perception & Psychophysics · doi:10.3758/s13414-020-02171-3 · Cited by 25 · see citing works
Funny money: the attentional role of monetary feedback detached from expected value
Roper, Z. J. J., & Vecera, S. P. (2016) · Attention Perception & Psychophysics · doi:10.3758/s13414-016-1147-y · Cited by 20 · see citing works
“…indicates that participants are prone to valuedriven attentional capture even when they are explicitly unaware of the underlying structure of stimulus–reward associations (for a similar conclusion, see Della Libera, Perlato, & Chelazzi, 2011; Miranda & Palmer, 2014; Seitz, Kim, & Watanabe, 2009).”
BackgroundMethodResultInfluentialLearned value and object perception: Accelerated perception or biased decisions?
Rajsic, J., Perera, H., & Pratt, J. (2016) · Attention Perception & Psychophysics · doi:10.3758/s13414-016-1242-0 · Cited by 20 · see citing works
“…awarded for the correct detection of targets in noncued objects, regardless of whether the points led to monetary reward or were simply accumulated; Miranda and Palmer (2014), who showed that combining points and sound effects (as well as a Bhigh-score^ counter) could produce similar learned-value…”
BackgroundMeasuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Wiley, K., Berger, P., Friehs, M. A., & Mandryk, R. L. (2024) · JMIR Serious Games · doi:10.2196/50315 · Cited by 16 · see citing works
“Game elements can also indirectly encourage participants to emphasize speed or accuracy, for example, by awarding points or feedback for faster or more accurate responses, generating more consistency across participants [30,31].”
BackgroundAssessing the role of accuracy-based feedback in value-driven attentional capture
Grubb, M. A., & Li, Y. (2018) · Attention Perception & Psychophysics · doi:10.3758/s13414-018-1494-y · Cited by 16 · see citing works
Visual working memory deficits in undergraduates with a history of mild traumatic brain injury
Arciniega, H., Kilgore-Gomez, A., Harris, A. M., Peterson, D. J., McBride, J. M., Fox, E., & Berryhill, M. E. (2019) · Attention Perception & Psychophysics · doi:10.3758/s13414-019-01774-9 · Cited by 16 · see citing works
“Our rationale was that feedback might improve motivation (Miranda & Palmer, 2014) and decrease distractibility (Adam & Vogel, 2017) in the mTBI group.”
BackgroundInteractive Science Multimedia and Visuospatial Processing
Castro-Alonso, J. C., & Fiorella, L. (2019) · Springer eBooks · doi:10.1007/978-3-030-20969-8_6 · Cited by 16 · see citing works
Altmeyer, M., Hnatovskiy, V., Rogers, K., Lessel, P., & Nacke, L. E. (2022) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3491102.3517581 · Cited by 15 · see citing works
“…complements the visual presentation of such elements through sound (e.g. when unlocking a badge [72], when supporting the gain and loss of points [26, 40, 75], or when congratulating users upon reaching a certain level or goal [2, 35]), making it a very frequently used element in gamifcation.”
BackgroundHu, X., & Wise, K. R. (2024) · Journal of Interactive Advertising · doi:10.1080/15252019.2024.2375970 · Cited by 13 · see citing works
“…(2020) argued that attentional selection might be biased toward stimuli one has control over because exerting control over the environment is rewarding and reward value is known to influence attention (e.g., Anderson, Laurent, and Yantis 2011, Miranda and Palmer 2014; Raymond and O’Brien 2009).”
The power of play: gamification in virtual workplace training
Eger, V. M., Georganta, E., Zuercher, P.-D., Mueller, F., Bohné, T., & Diefenbach, S. (2024) · European Journal of Work and Organizational Psychology · doi:10.1080/1359432x.2024.2412360 · Cited by 15 · see citing works
“…(i.e., con-trol over characters and activities) virtual training environments are the freedom to investigate and discover task features (i.e., exploration, Dalgarno & Lee, 2010; Noe et al., 2014) and receive feedback during task execution (Den den et al., 2017; Miranda & Palmer, 2014).”
Worse in real life: An eye-tracking examination of the cost of CAD at low prevalence.
Drew, T. W., Guthrie, J., & Reback, I. (2020) · Journal of Experimental Psychology Applied · doi:10.1037/xap0000277 · Cited by 12 · see citing works
Double reading reduces miss errors in low prevalence search.
Kunar, M. A., Watson, D. G., & Taylor‐Phillips, S. (2020) · Journal of Experimental Psychology Applied · doi:10.1037/xap0000335 · Cited by 11 · see citing works
Khaleghi, A., Narimani, A., Aghaei, Z., Banaraki, A. K., & Hassani‐Abharian, P. (2024) · JMIR Serious Games · doi:10.2196/34535 · Cited by 10 · see citing works
“After each level, participants completed a 10-item questionnaire that was previously used to evaluate subjective engagement [36-39].”
MethodStamatis, C. A., Heusser, A. C., Simon, T. J., Alailima, T., & Kollins, S. H. (2024) · Translational Psychiatry · doi:10.1038/s41398-024-03045-0 · Cited by 10 · see citing works
“Understanding the degree to which patient interactions with DTx correlate with validated measures of cognition is essential, given documented evidence that changing even minor elements of a cognitive task may interfere with its validity as a scienti fi c tool [11 – 13].”
BackgroundPolicing Fish at Boston's Museum of Science: Studying Audiovisual Interaction in the Wild
Goldberg, H., Sun, Y., Hickey, T. J., Shinn‐Cunningham, B. G., & Sekuler, R. (2015) · i-Perception · doi:10.1177/2041669515599332 · Cited by 10 · see citing works
“To minimize such risks, we embedded our experiment within a simple video game, which was designed to engage and amuse participants while also generating data on interactions between what subjects saw and what they heard (e.g., Abramov et al., 1984; Miranda & Palmer, 2014).”
BackgroundMethodBiggs, A. T. (2017) · The American Journal of Psychology · doi:10.5406/amerjpsyc.130.4.0439 · Cited by 10 · see citing works
“…of previously published works (Appelbaum, Cain, Darling, & Mitroff, 2013; Clark, Fleck, & Mitroff, 2011; Donohue, Woldorff, & Mitroff, 2010), and although the entire survey was administered to participants, the current investigation was concerned only with the subset of information specifically”
BackgroundResultMartins, P., Barbosa-Pereira, D., Valgas-Costa, M., & Mansur-Alves, M. (2020) · Applied neuropsychology. Child · doi:10.1080/21622965.2020.1846128 · Cited by 7 · see citing works
Bi-directional audiovisual influences on temporal modulation discrimination
Varghese, L., Mathias, S. R., Bensussen, S., Chou, K. F., Goldberg, H. R., Sun, Y., Sekuler, R., & Shinn‐Cunningham, B. G. (2017) · The Journal of the Acoustical Society of America · doi:10.1121/1.4979470 · Cited by 8 · see citing works
Value-driven attention and associative learning models: a computational simulation analysis
Jeong, J. H., Ju, J., Kim, S., Choi, J.-S., & Cho, Y. S. (2023) · Psychonomic Bulletin & Review · doi:10.3758/s13423-023-02296-0 · Cited by 7 · see citing works
“Most previous studies using the classical VDAC paradigm failed to observe a statistical difference in behavioral performances between the target types in the training phase (Anderson & Halpern, 2017; Kim & Beck, 2020; Miranda & Palmer, 2014; Roper & Vecera, 2016).”
Influence of game features on attention in adults
Gallen, C. L., Schachtner, J. N., Anguera‐Singla, R., Anguera, J. A., & Gazzaley, A. H. (2023) · Frontiers in Psychology · doi:10.3389/fpsyg.2023.1123306 · Cited by 7 · see citing works
“However, previous work has yielded mixed results (Lumsden et al., 2016; Khaleghi et al., 2021), with some showing game features improve attention (Delisle and Braun, 2011; Shaw et al., 2016) and others finding they impair it (McPherson and Burns, 2007, 2008; Miranda and Palmer, 2014).”
BackgroundResultInfluentialMo' Money, Mo' Problems: Monetary Motivation Can Exacerbate the Attentional Blink
Biggs, A. T., Adamo, S. H., & Mitroff, S. R. (2015) · Perception · doi:10.1068/p7916 · Cited by 5 · see citing works
“Previous research has shown that a point system is capable of inducing positive intrinsic motivation (eg Miranda & Palmer, 2014), and here we further enhanced motivation by relating a point system to a monetary incentive—an additional US $50 was rewarded to the individual who accumulated the most…”
BackgroundReward reduces the fission illusion in the sound-induced flash illusion
Yu, G., Liu, C., Liu, X., Wang, A., & Zhang, M. (2022) · Perception · doi:10.1177/03010066221093479 · Cited by 5 · see citing works
Inefficient Eye Movements: Gamification Improves Task Execution, But Not Fixation Strategy
James, W. R. G., Reuther, J., Angus, E., Clarke, A. D. F., & Hunt, A. R. (2019) · Vision · doi:10.3390/vision3030048 · Cited by 5 · see citing works
Markovitch, B., Kamps, J. C. C., Markopoulos, P., & Birk, M. V. (2025) · Computers in Human Behavior · doi:10.1016/j.chb.2025.108720 · Cited by 5 · see citing works
Markovitch, B., Markopoulos, P., & Birk, M. V. (2024) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3613904.3642418 · Cited by 6 · see citing works
“…cognitive games maintain tight and task-like experimental control and thus show disappointingly modest benefits to players’ experience compared to cognitive tasks [e.g. 36, 62, 63, 71, 93, 105], as cognitive games overlook a core feature of good games: giving players a sense over the interaction.”
BackgroundПрименение компьютерных игровых технологий для развития регуляторных функций дошкольников
Veraksa, A. N., & Bukhalenkova, D. А. (2017) · Российский психологический журнал · doi:10.21702/rpj.2017.3.6 · Cited by 4 · see citing works
Learned prioritization yields attentional biases through selection history
Munneke, J., Corbett, J. E., & der Burg, E. V. (2020) · Attention Perception & Psychophysics · doi:10.3758/s13414-020-01970-y · Cited by 4 · see citing works
“These studies (Grubb & Li, 2018; Miranda & Palmer, 2014; Sha & Jiang, 2016) provide tentative evidence that observed value-driven attentional capture effects may not necessarily be fully attributed to a lingering reward signal upon which selective attention acts (but see Anderson 2011b; Anderson &…”
BackgroundResultTwo distinct attentional priorities guide exploratory and exploitative gaze
Wen, X., Hassani, S. A., Neumann, A. R., Tiesinga, P. H. E., & Womelsdorf, T. (2026) · iScience · doi:10.1016/j.isci.2026.115218 · Cited by 5 · see citing works
Can gamification improve children’s performance in mental rotation?
Zakrzewski, S., Merrill, E. C., & Yang, Y. (2025) · Journal of Experimental Child Psychology · doi:10.1016/j.jecp.2024.106169 · Cited by 3 · see citing works
The value of error-correcting responses for cognitive assessment in games
Markovitch, B., Evans, N. J., & Birk, M. V. (2024) · Scientific Reports · doi:10.1038/s41598-024-71762-z · Cited by 4 · see citing works
“The following criteria led to a player’s exclusion: average frames-per-second lower than 35 across the study (study 1: 2, study 2: 1); first response accuracy no higher than 3 standard errors from 0.5 (11, 18); and non-response on more than 10% of non-lava trials (7, 2).”
BackgroundInfluentialDigitale Video- & Spiel-Assessments: Psychometrie und Maschinelles Lernen
Leutner, F., & Aichholzer, C. (2020) · Springer eBooks · doi:10.1007/978-3-658-30905-3_3 · Cited by 3 · see citing works
The role of feature and spatial location in value-driven attentional capture
Bai, X., Liu, L., Juan, S. O. N. G., & Zhiying, G. U. O. (2016) · Acta Psychologica Sinica · doi:10.3724/sp.j.1041.2016.01357 · Cited by 2 · see citing works
Gamification of Visual Search in Real World Scenes
Hess, A. S. (2017) · Journal of International Crisis and Risk Communication Research · Cited by 2 · see citing works
Training Novices to Discriminate Retinal Diseases Using Perceptual Learning
Amiri, E., Sha, P., & Palmer, E. M. (2020) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/1071181320641347 · Cited by 2 · see citing works
“However, there is still a debate in the literature as to if gamification itself leads to improved performance on laboratory tasks with several authors reporting negative findings in this regard (Hawkins, Rae, Nesbitt, & Brown, 2013; Miranda & Palmer, 2014).”
BackgroundResultSelf-citationCudo, A., & Kopiś-Posiej, N. (2026) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-025-01618-8 · Cited by 1 · see citing works
Attentional Capture for Simple Shapes from Gamified Visual Search Training
Palmer, E. M., Davies, L., Nguyen, D. T., Berndt, M., & Miranda, A. T. (2014) · Proceedings of the Human Factors and Ergonomics Society Annual Meeting · doi:10.1177/1541931214581371 · Cited by 1 · see citing works
“Miranda and Palmer (2014) adapted the Anderson, et al. (2011) paradigm and turned it into a visual search “game.”
BackgroundMethodInfluentialSelf-citationInefficient eye movements: Gamification improves task execution, but not fixation strategyPreprint
James, W. R. G., Reuther, J., Angus, E., Clarke, A. D. F., & Hunt, A. R. (2019) · doi:10.31234/osf.io/394mw · Cited by 1 · see citing works
Colton, E., Anderson, A. C., Hanegraaf, L., & Verdejo‐García, A. (2025) · doi:10.2196/preprints.79784 · Cited by 1 · see citing works
Two Distinct Attentional Priorities Guide Exploratory and Exploitative Gaze in ParallelPreprint
Wen, X., Hassani, A. S., Neumann, A. R., Tiesinga, P. H. E., & Womelsdorf, T. (2025) · bioRxiv (Cold Spring Harbor Laboratory) · doi:10.1101/2025.09.20.677503 · Cited by 1 · see citing works
“…akin to the detrimental selection history effects in visual search studies where choosing non-rewarded distractors is non-adaptive and impairs performance (Kyllingsbaek et al., 2001; Kyllingsbaek et al., 2014; Miranda and Palmer, 2014; Lin et al., 2016; Sha and Jiang, 2016; Qu et al., 2017).”
The manifold role of reward value on visual attention
Roper, Z. J. J., Vaidya, J. G., Vecera, S. P., Wasserman, E. A., Hazeltine, E., & Voss, M. (2015) · doi:10.17077/etd.5qy3qyg9
“In a gamified VDAC study, game points without monetary rewards did not produce the VDAC effect (Miranda & Palmer, 2014).”
BackgroundMethodNo effect of gamification on attrition from a longitudinal cognitive testing studyPreprint
Lumsden, J., Skinner, A., Coyle, D., Lawrence, N., & Munafo, M. R. (2017) · doi:10.31234/osf.io/ya4sn
Exploring the Gamification Paradox
Śliwińska, K. (2019) · doi:10.31979/etd.t7vy-994j
Bosch, M. D. P. B. (2018) · doi:10.31979/etd.8q6h-9w47
Learned cognitive control counteracts value-driven attentional capture
Walle, A., Druey, M. D., & Hübner, R. (2023) · Psychological Research · doi:10.1007/s00426-023-01792-1
Can Feedback Boost Prospective Memory Performance?
Ren, Z., Liu, W., & Wang, L. (2023) · The American Journal of Psychology · doi:10.5406/19398298.136.1.06
The role of framing, agency and uncertainty in a focus-divide dilemma
Claydon, J., James, W. R. G., Clarke, A. D. F., & Hunt, A. R. (2023) · Memory & Cognition · doi:10.3758/s13421-023-01484-6
“Third, motivation (or the lack of it) was evaluated by James et al. (2019) using gamification, with the logic that enjoyable, game-like experiments encourage effortful attention to accuracy rather than a focus on completing the experiment as fast as possible (Miranda & Palmer, 2014).”
The rise and fall of durable color-induced attentional bias
Kuo, C., Yeh, Y., & Chao, H.-F. (2024) · Attention Perception & Psychophysics · doi:10.3758/s13414-024-02946-y
The Effects of Stress on Attentional Networks
Tsvinev, A. (2024) · doi:10.31979/etd.g3wg-5nxg
Wang, X., & Zou, F. (2024) · Lecture notes in computer science · doi:10.1007/978-3-031-76815-6_13
Distraction driven by reward history: Attentional capture and sequential effects
Cesarei, A. D., Mastria, S., & Codispoti, M. (2026) · Attention Perception & Psychophysics · doi:10.3758/s13414-025-03167-7
“…& Yantis, 2012; Failing & Theeuwes, 2014; Kiss et al., 2009; Krebs et al., 2011; Marchner & Preuschhof, 2018; Sha & Jiang, 2016), and other studies failing to observe the same effect (e.g., Anderson, 2016; Anderson et al., 2011, 2013, 2014, 2016; Miranda & Palmer, 2014; Roper et al., 2014).”
Wang, Y. H., & Wang, H. H. (2025) · International Conference on Education and Multimedia Technology (ICEMT) · doi:10.1145/3761843.3761855
Colton, E., McLean, C. P., Anderson, A. C., Hanegraaf, L., & Verdejo-García, A. (2026) · JMIR Serious Games · doi:10.2196/79784 · Cited by 2 · see citing works
“Multiple mechanisms are assessed in a single session, allowing outcomes to be analyzed and interpreted in a holistic manner, while using gamification to maximize consumer engagement [67-69].”
Turning cognitive science into game-based biomarkers: Acute stress detection with tunnel runner
Markovitch, B., Kamps, J. C. C., Orij, J. C., Markopoulos, P., & Birk, M. V. (2026) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2026.101176
Broer, M. I., Barendse, M. E. A., van den Brink-Steinmann, L. J., Snijders, A. L., Meijer, M. N., Paludanus, S., van der Weijden-Germann, M., Bilder, R. M., Ophoff, R. A., & van Haren, N. E. M. (2025) · JMIR Formative Research · doi:10.2196/86998
Alignment in Gamified Cognitive Assessment
Bauge, K., & Babić, A. (2026) · World Congress on Medical Physics and Biomedical Engineering, September 7 - 12, 2009, Munich, Germany · doi:10.1007/978-3-032-37739-5_29
- Authors
- Miranda, A. T., & Palmer, E. M.
- Affiliations
- Wichita State University (US)
- Corresponding author
- Palmer, Evan M.
- ORCID
- Palmer, Evan M.
- Venue
- Behavior Research Methods
- Published
- 2013-07-09
- Volume
- 46
- Issue
- 1
- Pages
- 159-172
- ISSN
- 1554-351X (ISSN-L)
- 1554-3528
- OpenAlex
- W2144636433
- Cited by
- 86
- References
- 45
- Citations by year
- 2026: 6 · 2025: 6 · 2024: 10 · 2023: 6 · 2022: 5 · 2021: 6 · 2020: 11 · 2019: 6 · 2018: 4 · 2017: 9 · 2016: 8 · 2015: 6 · 2014: 3
- FWCI
- 11.71
- Type
- journal article
- Language
- en
- Open access
- bronze
- doi.org
- Locations
- Behavior Research Methods (publishedVersion)
- PubMed (publishedVersion)
- Holmes Museum Of Anthropology (Wichita State University) (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Life Sciences › Neuroscience › Cognitive Neuroscience › Neural and Behavioral Psychology Studies
- Social Sciences › Safety Research › Experimental Behavioral Economics Studies
- Keywords
- intrinsic motivation, attentional capture, gamification, reward points, sound effects, participant engagement, visual search, distractor interference, social competition, reaction time (psychology)
- MeSH terms
- Adult, Attention, Auditory Perception, Games, Experimental, Humans, Motivation, Surveys and Questionnaires, Reaction Time, Research Design, Reward, United States, Visual Perception, Behavioral Research, Healthy Volunteers
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