2017
DOI: 10.31234/osf.io/ya4sn
|View full text |Cite
Preprint
|
Sign up to set email alerts
|

No effect of gamification on attrition from a longitudinal cognitive testing study

Abstract: The prospect of assessing cognition longitudinally is attractive to researchers, health practitioners and pharmaceutical companies alike. However, such repeated-testing regimes place a considerable burden on participants, and with cognitive tasks typically being regarded as effortful and unengaging, these studies may experience high levels of participant attrition. One potential solution is to gamify these tasks to make them more engaging: increasing participant willingness to take part and reducing attrition.… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2

Citation Types

0
3
0

Year Published

2017
2017
2023
2023

Publication Types

Select...
2

Relationship

1
1

Authors

Journals

citations
Cited by 2 publications
(3 citation statements)
references
References 26 publications
0
3
0
Order By: Relevance
“…The dependent variables of interest were participant attrition, scores on a questionnaire of enjoyment and engagement, two pilot objective measures of engagement, and stop signal reaction times (SSRTs). We preregistered the study on the Open Science Framework [ 45 ].…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…The dependent variables of interest were participant attrition, scores on a questionnaire of enjoyment and engagement, two pilot objective measures of engagement, and stop signal reaction times (SSRTs). We preregistered the study on the Open Science Framework [ 45 ].…”
Section: Methodsmentioning
confidence: 99%
“…The data that form the basis of our results are available on request from the University of Bristol Research Data Repository [ 65 ].…”
Section: Methodsmentioning
confidence: 99%
“…Gamification is the application of game design elements to improve participant motivation (Lumsden et al, 2016a;Warsinsky et al, 2021). Gamification has previously been trialled in cognitive rehabilitation training and clinical contexts (Lim et al, 2012;van der Oord et al, 2012;Armstrong and Landers, 2017).…”
mentioning
confidence: 99%