ArticleJMIR serious games2016
The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial.
Article in JMIR serious games, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 1 of them a synthesis that pooled it.
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Who cites it
8 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Use of Commercial Off-The-Shelf Devices for the Detection of Manual Gestures in Surgery: Systematic Literature Review.Journal of medical Internet research · 2019Pooled it
- A Game-Based Mechatronic Device for Digital Rehabilitation of Hand Function After a Stroke: Design, Prototyping, and Feasibility Study.JMIR neurotechnology · 2025Article
- User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study.JMIR serious games · 2021Article
- Affective states in digital game-based learning: Thematic evolution and social network analysis.PloS one · 2021Article
- What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.Journal of neuroengineering and rehabilitation · 2019Article
- Does Narrative Feedback Enhance Children's Motor Learning in a Virtual Environment?Journal of motor behavior · 2019Article
- Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies.Journal of medical Internet research · 2018Article
- Changes in motor performance and mental workload during practice of reaching movements: a team dynamics perspective.Experimental brain research · 2018Article
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundVideo games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills).
objectiveTo manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement's influence on learning.
methodsA group of 40 right-handed participants played the game under two different conditions (game condition or sterile condition). The mechanics of the game and the amount of practice were constant. During practice, event-related potentials (ERPs) to task-irrelevant probe tones were recorded during practice as an index of participants' attentional reserve. Participants returned for retention and transfer testing one week later.
resultsAlthough both groups improved in the task, there was no difference in the amount of learning between the game and sterile groups, countering previous research. A new finding was a statistically significant relationship between self-reported engagement and the amplitude of the early-P3a (eP3a) component of the ERP waveform, such that participants who reported higher levels of engagement showed a smaller eP3a (beta=-.08, P=.02).
conclusionsThis finding provides physiological data showing that engagement elicits increased information processing (reducing attentional reserve), which yields new insight into engagement and its underlying neurophysiological properties. Future studies may objectively index engagement by quantifying ERPs (specifically the eP3a) to task-irrelevant probes.
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