Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems 2020
DOI: 10.1145/3313831.3376697
|View full text |Cite
|
Sign up to set email alerts
|

How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
32
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
6
1

Relationship

1
6

Authors

Journals

citations
Cited by 20 publications
(32 citation statements)
references
References 84 publications
0
32
0
Order By: Relevance
“…However, caution must be taken when introducing game elements to cognitive tasks owing to the risk of muddying the measurement of the targeted cognitive process [ 28 ]. Cognitive tasks are very sensitive to manipulation—even basic tasks (eg, Stroop task, dot-probe task) are extensively studied to understand the effects of making small changes to the task paradigm [ 29 ].…”
Section: Introductionmentioning
confidence: 99%
See 3 more Smart Citations
“…However, caution must be taken when introducing game elements to cognitive tasks owing to the risk of muddying the measurement of the targeted cognitive process [ 28 ]. Cognitive tasks are very sensitive to manipulation—even basic tasks (eg, Stroop task, dot-probe task) are extensively studied to understand the effects of making small changes to the task paradigm [ 29 ].…”
Section: Introductionmentioning
confidence: 99%
“…Cognitive tasks are very sensitive to manipulation—even basic tasks (eg, Stroop task, dot-probe task) are extensively studied to understand the effects of making small changes to the task paradigm [ 29 ]. Adding game-based elements to basic cognitive tasks could affect performance and experience in unintended ways [ 28 ]. Studies on how gamification of cognitive tasks affect behavior have shown mixed results.…”
Section: Introductionmentioning
confidence: 99%
See 2 more Smart Citations
“…Considering classical gaming behavioral studies we can refer to game design that activate children to play outdoors [101], study on the effect of 'gamification' of cognitive tasks [143] or observation of gaming experience as an indication of cognitive abilities [52]. We are not aware of any non-orthodox gaming behavioral studies.…”
Section: :26 • De Winkel Et Almentioning
confidence: 99%