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The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

机译:游戏处理对计算机认知培训的影响:系统评论和荟萃分析

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Background There has been a growing interest in the application of gamification (ie, the use of game elements) to computerized cognitive training. The introduction of targeted gamification features to such tasks may increase motivation and engagement as well as improve intervention effects. However, it is possible that game elements can also have adverse effects on cognitive training (eg, be a distraction), which can outweigh their potential motivational benefits. So far, little is known about the effectiveness of such applications. Objective This study aims to conduct a systematic review and meta-analysis to investigate the effect of gamification on process outcomes (eg, motivation) and on changes in the training domain (eg, cognition), as well as to explore the role of potential moderators. Methods We searched PsycINFO, Cumulative Index to Nursing and Allied Health Literature, ProQuest Psychology, Web of Science, Scopus, PubMed, Science Direct, Excerpta Medica dataBASE, Institute of Electrical and Electronics Engineers Xplore, Association for Computing Machinery, and a range of gray-area literature databases. The searches included papers published between 2008 and 2018. Meta-analyses were performed using a random-effects model. Results The systematic review identified 49 studies, of which 9 randomized controlled trials were included in the meta-analysis. The results of the review indicated that research in this context is still developing and lacks well-controlled empirical studies. Gamification in cognitive training is applied to a large range of age groups and audiences and is mostly delivered at a research site through computers. Rewards and feedback continue to dominate the gamification landscape, whereas social-oriented features (eg, competition) are underused. The meta-analyses showed that gamified training tasks were more motivating/engaging (Hedges g=0.72) and more demanding/difficult (Hedges g=–0.52) than non- or less-gamified tasks, whereas no effects on the training domain were found. Furthermore, no variables moderated the impact of gamified training tasks. However, meta-analytic findings were limited due to a small number of studies. Conclusions Overall, this review provides an overview of the existing research in the domain and provides evidence for the effectiveness of gamification in improving motivation/engagement in the context of cognitive training. We discuss the shortcomings in the current literature and provide recommendations for future research.
机译:背景技术对使用游戏(即,使用游戏元素)来实现对计算机化认知培训的兴趣越来越感兴趣。将有针对性的游戏功能引入此类任务可能会增加动力和参与以及提高干预效果。然而,游戏元素也可能对认知训练(例如,是分散注意力)具有不利影响,这可能超过它们的潜在励志益处。到目前为止,关于这种应用的有效性很少熟知。目的本研究旨在进行系统审查和荟萃分析,以调查游戏处理对过程结果(例如,动机)的影响以及培训领域(例如,认知)的变化,以及探索潜在主持人的作用。方法搜索PSYCINFO,累计指数对护理和联盟健康文献,Proquest心理学,科学网,Scopus,PubMed,Science Direct,Excerpta Medica数据库,电气和电子工程师协会,计算机械协会,以及一系列灰色 - area文学数据库。该搜索包括在2008年至2018年间发布的论文。使用随机效应模型进行META分析。结果系统评价确定了49项研究,其中9项随机对照试验包括在META分析中。审查结果表明,在这种背景下的研究仍在开发并缺乏控制良好的实证研究。认知培训的游戏应用于大量的年龄组和受众,主要通过计算机在研究现场交付。奖励和反馈继续占主导地位的娱乐景观,而过度使用了社会的特征(例如,竞争)。 Meta分析表明,游戏训练任务更具动力/接合(Hedges G = 0.72),更苛刻/困难(Hedges G = -0.52)而不是非游戏任务,而没有发现对培训域的影响。此外,没有变量鼓励游戏训练任务的影响。然而,由于少数研究,荟萃分析发现受到限制。结论总体而言,本综述概述了该领域的现有研究,并提供了群化在提高认知培训背景下提高动机/参与的效果的证据。我们讨论了当前文献中的缺点,并为未来的研究提供了建议。

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