ArticleComputerised 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 s...
Videogames have become one of the most popular leisure activities worldwide, including multiple game...
EFs are a set of processes that supports many cognitive domains as goal setting, monitoring, plannin...
Gamification is widely applied to increase user engagement and motivation, but empirical studies on ...
Many psychological experiments require participants to complete lots of trials in a monotonous task,...
Many psychological experiments require participants to complete lots of tri-als in a monotonous task...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
Gamification is the application of game elements to non-game environments (Deterding, 2012), and is ...
BACKGROUND A lack of ability to inhibit prepotent responses, or more generally a lack of impulse con...
Cognitive assessments can be expensive, lengthy and fatiguing for students and are often conducted i...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Researchers and survey designers face the challenge of low data quality as web surveys are often not...
Play-testing of digital games is a crucial part of any game development process, used to gather feed...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
The prospect of assessing cognition longitudinally and remotely is attractive to researchers, health...
Videogames have become one of the most popular leisure activities worldwide, including multiple game...
EFs are a set of processes that supports many cognitive domains as goal setting, monitoring, plannin...
Gamification is widely applied to increase user engagement and motivation, but empirical studies on ...
Many psychological experiments require participants to complete lots of trials in a monotonous task,...
Many psychological experiments require participants to complete lots of tri-als in a monotonous task...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
Gamification is the application of game elements to non-game environments (Deterding, 2012), and is ...
BACKGROUND A lack of ability to inhibit prepotent responses, or more generally a lack of impulse con...
Cognitive assessments can be expensive, lengthy and fatiguing for students and are often conducted i...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
Researchers and survey designers face the challenge of low data quality as web surveys are often not...
Play-testing of digital games is a crucial part of any game development process, used to gather feed...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
The prospect of assessing cognition longitudinally and remotely is attractive to researchers, health...
Videogames have become one of the most popular leisure activities worldwide, including multiple game...
EFs are a set of processes that supports many cognitive domains as goal setting, monitoring, plannin...
Gamification is widely applied to increase user engagement and motivation, but empirical studies on ...