ArticleJournal of medical Internet research2017
Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques.
Article in Journal of medical Internet research, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 30 papers, 2 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
30 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Naturalistic assessments across the lifespan: Systematic review of inhibition measures in ecological settings.Neuroscience and biobehavioral reviews · 2024Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Considerations on the Obstacles That Lead to Slow Recruitment in a Pain Management Clinical Trial: Experiences from the Belgian PELICAN (PrEgabalin Lidocaine Capsaicin Neuropathic Pain) Pragmatic Study.Pain research & management · 2023Trial
- Gamification and Cognitive Factors: Research Hotspots, Knowledge Structure, and Future Directions Based on Bibliometric Analysis.Journal of Intelligence · 2026Article
- Gamified Assessment of Cognitive Impulsivity in Eating Disorders and Mental Ill-Health: Mixed Methods Study Incorporating Lived Experience Co-Design and Evaluation.JMIR serious games · 2026Article
- Set-shifting and task-switching make differential contributions to divergent thinking in adolescence.BMC psychology · 2026Article
- Pressure sensing technology for remote control: Can we motivate users to stay on the learning curve?PloS one · 2026Article
- Response Inhibition in borderline personality disorder assessed with a gamified stop signal task.Scientific reports · 2025Article
- Leveraging technology to probe mechanisms of psychopathology: A proof of concept study of inhibitory control.PloS one · 2025Article
- The effects of isolated game elements on adherence rates in food response inhibition training.Royal Society open science · 2024Article
- The value of error-correcting responses for cognitive assessment in games.Scientific reports · 2024Article
- How do surrogates make treatment decisions for patients with dementia: An experimental survey study.Health economics · 2024Article
- Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment.JMIR serious games · 2024Article
- A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study.JMIR serious games · 2024Article
- Assessment of executive functions using a 3D-video game in children and adolescents with ADHD.Frontiers in psychiatry · 2024Article
- Design Preferences for a Serious Game-Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis.JMIR serious games · 2023Article
- A proof-of-concept study exploring the effects of impulsivity on a gamified version of the stop-signal task in children.Frontiers in psychology · 2023Article
- The association between trait anxiety and the fear of being laughed at in college: A preliminary study with a Brazilian sample.Brain and behavior · 2022Article
- Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment.JMIR serious games · 2022Article
- Web-Based Cognitive Testing in Psychiatric Research: Validation and Usability Study.Journal of medical Internet research · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
Abstract
backgroundThe prospect of assessing cognition longitudinally and remotely 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. However, such an approach must balance task validity with the introduction of entertaining gamelike elements.
objectiveThis study aims to investigate the effects of gamelike features on participant attrition using a between-subjects, longitudinal Web-based testing study.
methodsWe used three variants of a common cognitive task, the Stop Signal Task (SST), with a single gamelike feature in each: one variant where points were rewarded for performing optimally; another where the task was given a graphical theme; and a third variant, which was a standard SST and served as a control condition. Participants completed four compulsory test sessions over 4 consecutive days before entering a 6-day voluntary testing period where they faced a daily decision to either drop out or continue taking part. Participants were paid for each session they completed.
resultsA total of 482 participants signed up to take part in the study, with 265 completing the requisite four consecutive test sessions. No evidence of an effect of gamification on attrition was observed. A log-rank test showed no evidence of a difference in dropout rates between task variants (χ
conclusionsOur findings raise doubts about the ability of gamification to reduce attrition from longitudinal cognitive testing studies.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.