Evidence map›Paper›PMID 30377140›Full record

ArticleJMIR serious games2018

A Mobile App Delivering a Gamified Battery of Cognitive Tests Designed for Repeated Play (OU Brainwave): App Design and Cohort Study.

Martin Thirkettle, Jennifer Lewis, Darren Langdridge, Graham Pike

Abstract read
In one paragraph

Article in JMIR serious games, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

5 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Article
  3. Article
  4. Article
  5. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Martin ThirkettleCentre for Behavioural Science & Applied Psychology, Sheffield Hallam University, Sheffield, United Kingdom.ORCID http://orcid.org/0000-0002-6200-3130
Jennifer LewisSchool of Health and Related Research, University of Sheffield, Sheffield, United Kingdom.ORCID http://orcid.org/0000-0002-3765-1566
Darren LangdridgeThe Open University, Milton Keynes, United Kingdom.ORCID http://orcid.org/0000-0001-9319-9802
Graham PikeThe Open University, Milton Keynes, United Kingdom.ORCID http://orcid.org/0000-0003-1013-8698

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundMobile 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.

objectiveThe 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.

methodsA 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.

resultsWe found a significant relationship between morningness and age (r=.298, n=12,755, P<.001), with no effect of gender (t

conclusionsUsing 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.

Indexed as

cognitive psychologygamificationmobile appmobile phoneMorningness-Eveningness

Identifiers

PMID30377140
PMCPMC6234338

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.