5Gamification refers to the introduction of gaming elements such as scores and leaderboards in non-6 gaming contexts. While there is growing evidence that gamification has positive effects on 7 intrinsic motivation and engagement, it is largely unknown whether these effects translate to 8 improved cognitive performance. Here, we examine whether gamification affects performance on 9 a visual working memory (VWM) task. In Experiment 1, we gamified a standard delayed-10 estimation task by introducing scores and a leveling system. On each trial, the subject's estimation 11 error was mapped to a score between −100 and +100 and added to their total score. Subjects started 12 at a set size of 1 and "leveled up" to the next set size each time they had accumulated 1,500 points.
13Post-experiment questionnaire data confirmed that subjects who performed the gamified version 14 of the task were more motivated than control subjects. However, we found no difference in VWM 15 performance between these two groups, nor between below-median and above-median motivated 16 subjects. In Experiment 2, we tested for effects of trial-by-trial manipulations of motivation on 17 VWM performance, by varying the scoring function across trials. Three scoring functions were 18 used, with maxima of 7, 21, and 101 points. At the beginning of each trial, the subject was informed 19 whether the potential reward was "low", "medium", or "high". Post-questionnaire data showed 20 that subjects were more motivated on high-reward trials. However, we found no evidence for a 21 difference in performance between the three reward levels. Our results suggest that gamification 22 increases people's motivation to carry out visual working memory tasks, but it does not necessarily 23 increase their performance. 24 25 26 27 memory capacity; cognitive constraints 28 29There has recently been a surge in research on effects of "gamification", i.e., the use of 31 gaming elements in non-gaming contexts such as learning, education, and marketing (e.g., 32