Evidence map›Paper›PMID 36763846›Full record

ArticleAmerican journal of audiology2023

Effects of Gamification on Assessment of Spatial Release From Masking.

William J Bologna, Audrey A Carrillo, David S Clamage, Laura Coco, Yue J He, Esteban Sebastian Lelo de Larrea-Mancera, G Christopher Stecker, Frederick J Gallun, Aaron R Seitz

Abstract read
In one paragraph

Article in American journal of audiology, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

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

What it found

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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

1 citing paper in PubMed.

  1. Article
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

9 authors.

William J BolognaDepartment of Speech-Language Pathology and Audiology, Towson University, MD.ORCID 0000-0003-1851-6892
Audrey A CarrilloBrain Game Center, University of California, Riverside.
David S ClamageBrain Game Center, University of California, Riverside.
Laura CocoOregon Hearing Research Center, Oregon Health and Science University, Portland.
Yue J HeBrain Game Center, University of California, Riverside.
Esteban Sebastian Lelo de Larrea-ManceraBrain Game Center, University of California, Riverside.ORCID 0000-0001-8626-5621
G Christopher SteckerCenter for Hearing Research, Boys Town National Research Hospital, Omaha, NE.ORCID 0000-0003-1442-9839
Frederick J GallunOregon Hearing Research Center, Oregon Health and Science University, Portland.ORCID 0000-0002-4145-2199
Aaron R SeitzBrain Game Center, University of California, Riverside.ORCID 0000-0003-4936-9303

Funding

Enhanced environments for psychophysical evaluation and trainingR01DC018166 · NIDCD · OREGON HEALTH & SCIENCE UNIVERSITY · PI GALLUN, FREDERICK J., SEITZ, AARON R · 2020 to 2024
$3.2M
NIDCD NIH HHS R01 DC018166
6 · The paper itself

Abstract

purposeDifficulty understanding speech in noise is a common communication problem. Clinical tests of speech in noise differ considerably from real-world listening and offer patients limited intrinsic motivation to perform well. In order to design a test that captures motivational aspects of real-world communication, this study investigated effects of gamification, or the inclusion of game elements, on a laboratory spatial release from masking test.

methodFifty-four younger adults with normal hearing completed a traditional laboratory and a gamified test of spatial release from masking in counterbalanced order. Masker level adapted based on performance, with the traditional test ending after 10 reversals and the gamified test ending when participants solved a visual puzzle. Target-to-masker ratio thresholds (TMRs) with colocated maskers, separated maskers, and estimates of spatial release were calculated after the 10th reversal for both tests and from the last six reversals of the adaptive track from the gamified test.

resultsThresholds calculated from the 10th reversal indicated no significant differences between the traditional and gamified tests. A learning effect was observed with spatially separated maskers, such that TMRs were better for the second test than the first, regardless of test order. Thresholds calculated from the last six reversals of the gamified test indicated better TMRs in the separated condition compared to the traditional test.

conclusionsAdding gamified elements to a traditional test of spatial release from masking did not negatively affect test validity or estimates of spatial release. Participants were willing to continue playing the gamified test for an average of 30.2 reversals of the adaptive track. For some listeners, performance in the separated condition continued to improve after the 10th reversal, leading to better TMRs and greater spatial release from masking at the end of the gamified test compared to the traditional test. SUPPLEMENTAL MATERIAL: https://doi.org/10.23641/asha.22028789.

Indexed as

GamificationSpeech PerceptionAdultAuditory PerceptionHearing TestsHumansNoisePerceptual Masking

Identifiers

PMID36763846
PMCPMC10171850

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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.