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Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments

  • 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.

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Metadaten
Author:Maximilian Achim FriehsORCiD, Martin DechantORCiD, Sarah VedressORCiD, Christian FringsORCiD, Regan Lee MandrykORCiD
URN:urn:nbn:de:hbz:385-1-16570
DOI:https://doi.org/10.2196/17810
Parent Title (English):JMIR Serious Games
Publisher:JMIR Publications
Place of publication:Toronto
Document Type:Article
Language:English
Date of completion:2020/09/08
Date of publication:2020/09/08
Publishing institution:Universität Trier
Contributing corporation:The publication was funded by the Open Access Fund of Universität Trier and the German Research Foundation (DFG)
Release Date:2021/09/03
Tag:cognition; games, experimental; proof of concept study; psychology; video games
GND Keyword:Gamification; Videospiel
Issue / no.:8/3
Number of pages:21
First page:1
Last page:21
Institutes:Fachbereich 1 / Psychologie
Dewey Decimal Classification:1 Philosophie und Psychologie / 15 Psychologie / 150 Psychologie
Licence (German):License LogoCC BY: Creative-Commons-Lizenz 4.0 International

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