Frontiers in Public Health (Sep 2015)

Gamification of cognitive assessment and cognitive training: A systematic review of applications, approaches and efficacy

  • Jim Lumsden,
  • Elizabeth Edwards

DOI
https://doi.org/10.3389/conf.FPUBH.2016.01.00007
Journal volume & issue
Vol. 4

Abstract

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Cognitive tasks are typically viewed as effortful, frustrating and repetitive, and these factors may lead participants to disengage with the task at hand. This, in turn, may negatively impact our data quality and reduce any intervention effects. Gamification may provide a solution. If we can successfully import game design elements into cognitive tasks without undermining their scientific value, then we may be able improve the quality of data, increase the effectiveness of our interventions, and maximise participant engagement. We conducted a systematic review of the existing literature of gamified cognitive testing and training tasks to identify where, how and why gamification has been used, and whether it has been successful. We searched several online databases, from January 2007 to January 2015, and screened 33,000 articles that matched our search terms. Our review identified 34 relevant studies, covering 31 gamified cognitive tasks used across a wide range of disorders and cognitive domains. Gamified cognitive training to relieve attention deficit hyperactivity disorder symptoms was particularly prominent. We also found that the majority of gamified cognitive tasks were validated successfully and were rated as enjoyable or engaging by the study participants. Despite this, the heterogeneity of study designs and typically small sample sizes highlights the need for further research. We describe the game mechanics used in gamified cognitive tasks, their effectiveness and how they relate to several models of player engagement. In conclusion the evidence suggests that gamification can provide a way to develop engaging and scientifically valid cognitive tasks, but that no single game can be engaging to every participant and therefore gamification is not a silver-bullet for all motivational problems in psychological research.

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