Background Cognitive tasks designed to measure or train cognition are often repetitive and presented in a monotonous manner, features that lead to participant boredom and disengagement. In this situation, participants do not put forth their best effort to do these tasks well. As a result, neuropsychologists cannot draw accurate conclusions about the data collected, and intervention effects are reduced. It is assumed that greater engagement and motivation will manifest as improved data quality. Gamification, the use of game elements in nongame settings, has been heralded as a potential mechanism for increasing participant engagement in cognitive tasks. Some studies have reported a positive effect of gamification on participant performance, although most studies have shown mixed results. One reason for these contrasting findings is that most studies have applied poor and heterogeneous design techniques to gamify cognitive tasks. Therefore, an appropriate gamification design framework is needed in these tasks. Objective This study aimed to propose a framework to guide the design of gamification in cognitive tasks. Methods We employed a design science research (DSR) approach to provide a framework for gamifying cognitive assessments and training by synthesizing current gamification design frameworks and gamification works in cognitive assessment and training, as well as incorporating field experiences. The prototypes of the framework were iteratively evaluated with 17 relevant experts. Results We proposed a framework consisting of 7 phases: (1) preparation; (2) knowing users; (3) exploring existing tools for assessing or training a targeted cognitive context and determining the suitability of game-up and mapping techniques; (4) ideation; (5) prototyping using the Objects, Mechanics, Dynamics, Emotions (OMDE) design guideline; (6) development; and (7) disseminating and monitoring. Conclusions We found that (1) an intermediate design framework is needed to gamify cognitive tasks, which means that game elements should be selected by considering current cognitive assessment or training context characteristics since game elements may impose an irrelevant cognitive load that, in turn, can jeopardize data quality; (2) in addition to developing a new gamified cognitive task from scratch, 2 gamification techniques are widely used (first, adding game elements to an existing cognitive task and second, mapping an existing game to a cognitive function or impairment to assess or train it); and (3) further research is required to investigate the interplay of cognitive processes and game mechanics.
Cognitive tasks are often repetitive and are often in a monotonous manner presented, which finally leads to participant boredom and disengagement. This, may cause high attrition rate, between-subjects variability, and, in turn, negatively impacts data quality and intervention effects. It is assumed that greater engagement and motivation will manifest data quality improvement. Gamification has been heralded as a potential mechanism for increasing participant engagement in cognitive tasks. Some studies have reported a positive effect of gamification on participant performance, although most have shown mixed results. One reason for these contrasting findings is that most studies have applied poorly and heterogeneous design techniques for gamifying cognitive assessment and training that in turn indicate the need for an appropriate gamification design framework in these tasks. This study aims to propose a preliminary design framework for gamifying cognitive training and testing. We employed a design science research approach to provide a framework for gamifying cognitive testing and training by synthesizing existing gamification design frameworks, gamification works in cognitive assessment and training, and incorporating in the field experiences, resulted to a gamification design framework. The prototypes of the framework were evaluated with relevant experts iteratively. We proposed a six step framework to guide the designing of gamification in cognitive testing/ training. The steps include: objectives determination, knowing the users and context of gamification, gamification technique selection, iterative prototyping and playtesting, creating applicable models, and monitoring. We found that: (1) an intermediate design framework is needed for gamifying cognitive testing/ training means that designers should select game elements by considering current cognitive testing/ training relevant characteristics otherwise risks like irrelevant cognitive load and hawthorne-like effects may jeopardize data quality, (2) in addition of developing a new gamified testing/ training tool from the scratch, two gamification techniques are widely used: first, adding game elements to a cognitive task, and second, mapping an existing game to a cognitive function/ test, and (3) further research is required to investigate the interplay of cognitive processes and game mechanics and how they should be designed/ implemented from the cognitive testing/ training and engagement perspectives.
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