Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
University of Bristol · UK Centre for Tobacco & Alcohol Studies · +2 more institutions
Abstract
Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then data quality, intervention effects, and participant engagement may be improved.
This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes. We hope to answer 3 questions: (1) Why have researchers opted to use gamification? (2) What domains has gamification been applied in? (3) How successful has gamification been in cognitive research thus far? METHODS: We systematically searched several Web-based databases, searching 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 papers published in English between January 2007 and October 2015.
Citation impact
- FWCI
- 36.14
- Percentile
- 100%
- References
- 71
Authors
5Topics & keywords
- Cognition
- Disengagement theory
- Psychology
- Applied psychology
- Task (project management)
- Intervention (counseling)
- Cognitive psychology
- Medicine
Funding
- WTWellcome TrustAward: 092731
- UKUnited Kingdom Clinical Research Collaboration
- CRCancer Research UK
- NINational Institute for Health and Care Research
- BHBritish Heart Foundation
- UOUniversity of BristolAwards: 092731, MC_UU_12013/6
- MRMedical Research CouncilAwards: MR/K023195/1, MC_UU_12013, 092731, MC_UU_12013/6
- EAEconomic and Social Research CouncilAward: ES/G007489/1