TY - JOUR A1 - Friehs, Maximilian Achim A1 - Dechant, Martin A1 - Vedress, Sarah A1 - Frings, Christian A1 - Mandryk, Regan Lee T1 - Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments T2 - JMIR Serious Games N2 - A lack of ability to inhibit prepotent responses, or more generally a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder and schizophrenia as well as general damage to the prefrontal cortex. A stop-signal task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research-focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification—the application of game-based elements in nongame settings—has shown to improve engaged attention to a cognitive task, thus increasing participant motivation and data quality. KW - video games KW - games, experimental KW - proof of concept study KW - cognition KW - psychology KW - Gamification KW - Videospiel Y1 - 2020 UR - https://ubt.opus.hbz-nrw.de/frontdoor/index/index/docId/1657 UR - https://nbn-resolving.org/urn:nbn:de:hbz:385-1-16570 IS - 8/3 SP - 1 EP - 21 PB - JMIR Publications CY - Toronto ER -