Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (Preprint)

Ali Khaleghi, Zahra Aghaei, Mohammad Amin Mahdavi
2020 JMIR Serious Games  
Cognitive tasks designed to measure or train cognition are often repetitive and are often in a monotonous manner presented, which finally these features 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 reduce. It is assumed that greater engagement and motivation will manifest data quality
more » ... vement. Gamification, the use of game elements in non-game 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. This study aims to propose a framework to guide the design of gamification in cognitive tasks. We employed a Design Science Research (DSR) approach to provide a framework for gamifying cognitive assessment and training by synthesizing current gamification design frameworks, gamification works in cognitive assessment and training, and incorporating in the field experiences. The prototypes of the framework were evaluated with 17 relevant experts iteratively. We proposed a framework consists of 7 phases: (1) preparation; (2) knowing users; (3) exploring existing tools for assessing/ training targeted cognitive context and determining the suitability of game-up and mapping techniques; (4) ideation; (5) prototyping using Objects, Mechanics, Dynamics, Emotions (OMDE) design guideline; (6) development and; (7) disseminating and monitoring. We found that: (1) an intermediate design framework is needed to gamify cognitive tasks means that game elements should be selected by considering current cognitive assessment/ training context characteristics since game elements may impose irrelevant cognitive load that, in turn, can jeopardize data quality; (2) in addition of developing a new gamified cognitive task from scratch, two gamification techniques are widely used: first, adding game elements to an existing cognitive task, and second, mapping an existing game to a cognitive function/ impairment to assess or train it and; (3) further research is required to investigate the interplay of cognitive processes and game mechanics.
doi:10.2196/21900 pmid:33819164 fatcat:c4b534qx4bestdfbsnxursrs24