Abstract:
BACKGROUND:Mobile phone and tablet apps are an increasingly common platform for collecting data. A key challenge for researchers has been participant "buy-in" and attrition for designs requiring repeated testing. OBJECTIVE:The objective of this study was to develop and assess the utility of 1-2 minute versions of both classic and novel cognitive tasks using a user-focused and user-driven mobile phone and tablet app designed to encourage repeated play. METHODS:A large sample of app users (N=13,979 at first data collection) participated in multiple, self-paced sessions of classic working memory (N-back), spatial cognition (mental rotation), sustained attentional focus (persistent vigilance task), and split attention (multiple object tracking) tasks, along with the implementation of a comparatively novel action-learning task. The "OU Brainwave" app was designed to measure time-of-day variation in cognitive performance and did not offer any training program or promise any cognitive enhancement. To record participants' chronotype, a full Morningness-Eveningness questionnaire was also included, which measures whether a person's circadian rhythm produces peak alertness in the morning, in the evening, or in between. Data were collected during an 18-month period. While the app prompted re-engagement at set intervals, participants were free to complete each task as many times as they wished. RESULTS:We found a significant relationship between morningness and age (r=.298, n=12,755, P<.001), with no effect of gender (t13,539=-1.036, P=.30). We report good task adherence, with ~4000 participants repeatedly playing each game >4 times each-our minimum engagement level for analysis. Repeated plays of these games allowed us to replicate commonly reported gender effects in gamified spatial cognition (F1,4216=154.861, P<.001, η2ρ=.035), split attention (F1,4185=11.047, P=.001, η2ρ=.003), and sustained attentional focus (F1,4238=15.993, P<.001, η2ρ=.004) tasks. We also report evidence of a small gender effect in an action-learning task (F1,3988=90.59, P<.001, η2ρ=.022). Finally, we found a strong negative effect of self-reported age on performance, when controlling for number of plays, in sustained attentional focus (n=1596, F6,1595=30.23, P<.001, η2=.102), working memory (n=1627, F6,1626=19.78, P<.001, η2=.068), spatial cognition (n=1640, F6,1639=23.74, P<.001, η2=.080), and split attention tasks (n=1616, F6,1615=2.48, P=.02, η2=.009). CONCLUSIONS:Using extremely short testing periods and permitting participants to decide their level of engagement-both in terms of which gamified task they played and how many sessions they completed-we were able to collect a substantial and valid dataset. We suggest that the success of OU Brainwave should inform future research oriented apps-particularly in issues of balancing participant engagement with data fidelity.
journal_name
JMIR Serious Gamesjournal_title
JMIR serious gamesauthors
Thirkettle M,Lewis J,Langdridge D,Pike Gdoi
10.2196/10519subject
Has Abstractpub_date
2018-10-30 00:00:00pages
e10519issue
4issn
2291-9279pii
v6i4e10519journal_volume
6pub_type
杂志文章abstract:BACKGROUND:Serious games for medical education have seen a resurgence in recent years, partly due to the growth of the video game industry and the ability of such games to support learning achievements. However, there is little consensus on what the serious and game components in a serious game are composed of. As a re...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/14620
更新日期:2019-07-16 00:00:00
abstract:BACKGROUND:The Equitest system (Neurocom) is a computerized dynamic posturography device used by health care providers and clinical researchers to safely test an individual's postural control. While the Equitest system has evaluative and rehabilitative value, it may be limited owing to its cost, lack of portability, an...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/19580
更新日期:2020-12-16 00:00:00
abstract:BACKGROUND:The field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality. OBJECTIVES:We aimed to create a t...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/games.6514
更新日期:2017-07-31 00:00:00
abstract:BACKGROUND:Physical activity has multiple health benefits; however, the majority of children around the world do not attain the recommended levels of daily physical activity. Research has shown that the game Pokémon GO has increased the amount of physical activity of players and that the game has the potential to reach...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/games.8979
更新日期:2018-01-03 00:00:00
abstract:BACKGROUND:Exergaming is technology-driven physical activity (PA) which, unlike traditional video game play, requires that participants be physically active to play the game. Exergaming may have potential to increase PA and decrease sedentary behavior in youth, but little is known about sustained exergaming. OBJECTIVE...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/13335
更新日期:2019-07-31 00:00:00
abstract:BACKGROUND:Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. We designed a s...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/games.8013
更新日期:2017-08-25 00:00:00
abstract:BACKGROUND:Gamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true proliferation of gamification in health apps. OBJECTIVE:The objective of ...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/games.3413
更新日期:2014-08-04 00:00:00
abstract:BACKGROUND:Although traditional forms of therapy for anxiety-related disorders (eg, cognitive behavioral therapy, CBT) have been effective, there have been long-standing issues with these therapies that largely center around the costs and risks associated with the components comprising the therapeutic process. To treat...
journal_title:JMIR serious games
pub_type: 杂志文章,评审
doi:10.2196/10965
更新日期:2018-11-07 00:00:00
abstract:BACKGROUND:Given the interactive media characteristics and intrinsically motivating appeal, virtual serious games are often praised for their potential for assessment and treatment. OBJECTIVE:This study aims to validate and develop normative data for a virtual serious game (Deusto-e-motion1.0) for the evaluation of em...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/12971
更新日期:2020-04-02 00:00:00
abstract:BACKGROUND:Performing high-level surgeries with endoscopy is challenging, and hence, an efficient surgical training method or system is required. Serious game-based simulators can provide a trainee-centered educational environment unlike traditional teacher-centered education environments since serious games provide a ...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/12678
更新日期:2019-08-27 00:00:00
abstract:BACKGROUND:Recently, ski exergames have been gaining popularity due to the growing interest in health improvement. Conventional studies evaluating the effects of ski exergames only considered exercise capacity and overlooked concentration. Ski exergames consist of a motion platform for exercise and virtual reality (VR)...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/16693
更新日期:2020-10-28 00:00:00
abstract:BACKGROUND:eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt pr...
journal_title:JMIR serious games
pub_type: 杂志文章,评审
doi:10.2196/games.9226
更新日期:2018-07-06 00:00:00
abstract:BACKGROUND:Difficulties in handwriting, such as dysgraphia, impact several aspects of a child's everyday life. Current methodologies for the detection of such difficulties in children have the following three main weaknesses: (1) they are prone to subjective evaluation; (2) they can be administered only when handwritin...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/20126
更新日期:2020-10-22 00:00:00
abstract:BACKGROUND:Although many studies have recently been published on the value of serious games for medical education, little attention has been given to the role of dark play (choosing unacceptable actions in games). OBJECTIVE:This study aimed to investigate potential differences in the characteristics of medical student...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/18479
更新日期:2020-07-29 00:00:00
abstract:BACKGROUND:Adolescents with chronic kidney disease have a hard time adhering to hemodialysis as a therapy, indicating a need to establish new alternatives for motivation and adherence to treatment. OBJECTIVE:The objective of this study was to develop and evaluate a serious game to stimulate and motivate adolescents un...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/17979
更新日期:2020-09-14 00:00:00
abstract:BACKGROUND:Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appetitive processes, such as selective attention toward alcohol (known as "cognitive bias modification o...
journal_title:JMIR serious games
pub_type: 杂志文章
doi:10.2196/games.6464
更新日期:2016-12-06 00:00:00