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  1. Article ; Online: Gamification of cognitive assessment and cognitive training

    Jim Lumsden / Elizabeth Ann Edwards

    Frontiers in Public Health, Vol

    A systematic review of applications, approaches and efficacy

    2015  Volume 4

    Abstract: Background: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, and these factors may lead participants to disengage with the task at hand. This, in turn, may negatively impact our data quality and reduce any intervention ... ...

    Abstract Background: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, and these factors may lead participants to disengage with the task at hand. This, in turn, may negatively impact our data quality and reduce any intervention effects. Gamification may provide a solution. If we can successfully import game design elements into cognitive tasks without undermining their scientific value, then we may be able improve the quality of data, increase the effectiveness of our interventions, and maximise participant engagement. Aims: This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and testing purposes. Essentially, we seek to answer five questions: 1. For what reasons have researchers opted to use gamification? 2. What scenarios has gamification been used in? 3. What game mechanics have been used and to what effect? 4. Which methods have been used to determine whether a gamified application is successful? 5. How successful has gamification been in cognitive testing and training thus far? Method: Using several online databases, we searched 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 articles published in English between January 2007 and October 2015. Non-peer reviewed studies such as abstracts or conference posters were excluded. Furthermore, due to the specific focus on cognitive assessment and training we excluded several other common uses of gamification including: gamification for education purposes, advertising purposes, disease management, health promotion, physical activity promotion, exposure therapy or rehabilitation. We also excluded studies that were merely used virtual reality or a 3D environment without involving any game mechanics: engagement had to be the primary reason for using a game-like design. Results: Our review identified 33 relevant studies, covering ...
    Keywords Cognition ; cognitive training ; review ; cognitive remediation ; Game ; cognitive assessment ; Systematic review ; Gamification ; Serious game ; cognitive task ; cognitive test ; Gamified ; gamelike ; Public aspects of medicine ; RA1-1270
    Subject code 120
    Language English
    Publishing date 2015-11-01T00:00:00Z
    Publisher Frontiers Media S.A.
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  2. Article ; Online: Gamification of cognitive assessment and cognitive training

    Jim Lumsden / Elizabeth Edwards

    Frontiers in Public Health, Vol

    A systematic review of applications, approaches and efficacy

    2015  Volume 4

    Abstract: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, and these factors may lead participants to disengage with the task at hand. This, in turn, may negatively impact our data quality and reduce any intervention effects. ... ...

    Abstract Cognitive tasks are typically viewed as effortful, frustrating and repetitive, and these factors may lead participants to disengage with the task at hand. This, in turn, may negatively impact our data quality and reduce any intervention effects. Gamification may provide a solution. If we can successfully import game design elements into cognitive tasks without undermining their scientific value, then we may be able improve the quality of data, increase the effectiveness of our interventions, and maximise participant engagement. We conducted a systematic review of the existing literature of gamified cognitive testing and training tasks to identify where, how and why gamification has been used, and whether it has been successful. We searched several online databases, from January 2007 to January 2015, and screened 33,000 articles that matched our search terms. Our review identified 34 relevant studies, covering 31 gamified cognitive tasks used across a wide range of disorders and cognitive domains. Gamified cognitive training to relieve attention deficit hyperactivity disorder symptoms was particularly prominent. We also found that the majority of gamified cognitive tasks were validated successfully and were rated as enjoyable or engaging by the study participants. Despite this, the heterogeneity of study designs and typically small sample sizes highlights the need for further research. We describe the game mechanics used in gamified cognitive tasks, their effectiveness and how they relate to several models of player engagement. In conclusion the evidence suggests that gamification can provide a way to develop engaging and scientifically valid cognitive tasks, but that no single game can be engaging to every participant and therefore gamification is not a silver-bullet for all motivational problems in psychological research.
    Keywords cognitive training ; Game ; cognitive assessment ; Systematic review ; Cognitive testing ; Gamification ; cognitive test ; Gamified ; gamelike ; Public aspects of medicine ; RA1-1270
    Subject code 120
    Language English
    Publishing date 2015-09-01T00:00:00Z
    Publisher Frontiers Media S.A.
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  3. Article ; Online: The effects of gamelike features and test location on cognitive test performance and participant enjoyment

    Jim Lumsden / Andy Skinner / Andy T. Woods / Natalia S. Lawrence / Marcus Munafò

    PeerJ, Vol 4, p e

    2016  Volume 2184

    Abstract: Computerised cognitive assessments are a vital tool in the behavioural sciences, but participants often view them as effortful and unengaging. One potential solution is to add gamelike elements to these tasks in order to make them more intrinsically ... ...

    Abstract Computerised cognitive assessments are a vital tool in the behavioural sciences, but participants often view them as effortful and unengaging. One potential solution is to add gamelike elements to these tasks in order to make them more intrinsically enjoyable, and some researchers have posited that a more engaging task might produce higher quality data. This assumption, however, remains largely untested. We investigated the effects of gamelike features and test location on the data and enjoyment ratings from a simple cognitive task. We tested three gamified variants of the Go-No-Go task, delivered both in the laboratory and online. In the first version of the task participants were rewarded with points for performing optimally. The second version of the task was framed as a cowboy shootout. The third version was a standard Go-No-Go task, used as a control condition. We compared reaction time, accuracy and subjective measures of enjoyment and engagement between task variants and study location. We found points to be a highly suitable game mechanic for gamified cognitive testing because they did not disrupt the validity of the data collected but increased participant enjoyment. However, we found no evidence that gamelike features could increase engagement to the point where participant performance improved. We also found that while participants enjoyed the cowboy themed task, the difficulty of categorising the gamelike stimuli adversely affected participant performance, increasing No-Go error rates by 28% compared to the non-game control. Responses collected online vs. in the laboratory had slightly longer reaction times but were otherwise very similar, supporting other findings that online crowdsourcing is an acceptable method of data collection for this type of research.
    Keywords Gamification ; Go-no-go ; Mechanical Turk ; Points ; Engagement ; Cognition ; Medicine ; R ; Biology (General) ; QH301-705.5
    Subject code 150
    Language English
    Publishing date 2016-07-01T00:00:00Z
    Publisher PeerJ Inc.
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  4. Article ; Online: ‘Gamification’ for Health Behaviour Change in Smartphone Apps

    Elizabeth Ann Edwards / Jim Lumsden / Carol Rivas / Lindsey Edwards / Hope Caton

    Frontiers in Public Health, Vol

    2015  Volume 4

    Abstract: Background: Gamification techniques are showing promise in promoting healthy behaviours and delivering health promotion advice, however, their use in Mobile-Health is relatively new. Gamification involves using ‘gaming’ elements such as badges, leader ... ...

    Abstract Background: Gamification techniques are showing promise in promoting healthy behaviours and delivering health promotion advice, however, their use in Mobile-Health is relatively new. Gamification involves using ‘gaming’ elements such as badges, leader boards, health-related challenges, rewards, ability to ‘level up’ and use of avatars to motivate and engage people to change health behavior. Gamification techniques may also overlap with validated health behaviour change techniques (BCTs), however, few apps appear to apply the techniques systematically or to define the BCTs they include. Aim: We aimed a) to assess the number apps that incorporate gamification to modify health behaviors, b) to examine the BCT repertoire and combinations used in these apps c) to consider associations with user satisfaction. Methods: English-language health apps that contain gamification techniques were identified through a systematic search of the official Apple and Google Play store and the NHS health apps library. Top rated free and paid Medical, Health & Wellness, Health & Fitness apps as defined by Apple and Google Play stores were searched. Apps were coded for BCTs according to the Michie et al. taxonomy. The taxonomy comprises 16 categories and 93 individual BCTs. BCT coding was conducted by two trained researchers (EE, JL) who scored independently and then cross-checked for discrepancies. BCT numbers, user ratings and app pricing were compared. We explored the association between number of BCTs per app, user and NHS libraries’ ratings and price. We also investigated, which of the 16 BCT categories and the individual 93 BCTs and their combinations were most commonly used. Results: 1,680 Medical, Health & Wellness or Health & Fitness Apps were reviewed and seventy containing gamification techniques were identified. The mean number of BCTs used was 12.5 (range 1-24). There was no correlation between number of BCTs, customer ratings, NHS library app rating or pricing. Commonly used BCT categories were: feedback ...
    Keywords health behavior change ; Gamification ; mobile health ; smartphone app ; health app ; Public aspects of medicine ; RA1-1270
    Subject code 360
    Language English
    Publishing date 2015-09-01T00:00:00Z
    Publisher Frontiers Media S.A.
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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  5. Article ; Online: RecoverNow

    Karen H Mallet / Rany M Shamloul / Dale Corbett / Hillel M Finestone / Simon Hatcher / Jim Lumsden / Franco Momoli / Michel C F Shamy / Grant Stotts / Richard H Swartz / Christine Yang / Dar Dowlatshahi

    PLoS ONE, Vol 11, Iss 12, p e

    Feasibility of a Mobile Tablet-Based Rehabilitation Intervention to Treat Post-Stroke Communication Deficits in the Acute Care Setting.

    2016  Volume 0167950

    Abstract: Approximately 40% of patients diagnosed with stroke experience some degree of aphasia. With limited health care resources, patients' access to speech and language therapies is often delayed. We propose using mobile-platform technology to initiate early ... ...

    Abstract Approximately 40% of patients diagnosed with stroke experience some degree of aphasia. With limited health care resources, patients' access to speech and language therapies is often delayed. We propose using mobile-platform technology to initiate early speech-language therapy in the acute care setting. For this pilot, our objective was to assess the feasibility of a tablet-based speech-language therapy for patients with communication deficits following acute stroke.We enrolled consecutive patients admitted with a stroke and communication deficits with NIHSS score ≥1 on the best language and/or dysarthria parameters. We excluded patients with severe comprehension deficits where communication was not possible. Following baseline assessment by a speech-language pathologist (SLP), patients were provided with a mobile tablet programmed with individualized therapy applications based on the assessment, and instructed to use it for at least one hour per day. Our objective was to establish feasibility by measuring recruitment rate, adherence rate, retention rate, protocol deviations and acceptability.Over 6 months, 143 patients were admitted with a new diagnosis of stroke: 73 had communication deficits, 44 met inclusion criteria, and 30 were enrolled into RecoverNow (median age 62, 26.6% female) for a recruitment rate of 68% of eligible participants. Participants received mobile tablets at a mean 6.8 days from admission [SEM 1.6], and used them for a mean 149.8 minutes/day [SEM 19.1]. In-hospital retention rate was 97%, and 96% of patients scored the mobile tablet-based communication therapy as at least moderately convenient 3/5 or better with 5/5 being most "convenient".Individualized speech-language therapy delivered by mobile tablet technology is feasible in acute care.
    Keywords Medicine ; R ; Science ; Q
    Subject code 150
    Language English
    Publishing date 2016-01-01T00:00:00Z
    Publisher Public Library of Science (PLoS)
    Document type Article ; Online
    Database BASE - Bielefeld Academic Search Engine (life sciences selection)

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