Evidence map›Paper›PMID 41237762›Full record

ArticleJournal of speech, language, and hearing research : JSLHR2025

Effects of Gamification on Performance and Subjective Listening Effort on a Spatial Release From Masking Task.

William J Bologna, Katharine P Buckheit, Katie Esser, E Sebastian Lelo de Larrea-Mancera, G Christopher Stecker, Frederick J Gallun, Aaron R Seitz

Abstract read
In one paragraph

Article in Journal of speech, language, and hearing research : JSLHR, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

7 authors.

William J BolognaDepartment of Speech-Language Pathology and Audiology, Towson University, MD.ORCID 0000-0003-1851-6892
Katharine P BuckheitDepartment of Speech-Language Pathology and Audiology, Towson University, MD.
Katie EsserDepartment of Speech-Language Pathology and Audiology, Towson University, MD.ORCID 0009-0000-5672-6052
E Sebastian Lelo de Larrea-ManceraDepartment of Psychology, Institute for Cognitive and Brain Health, Northeastern University, Boston, MA.ORCID 0000-0001-8626-5621
G Christopher SteckerCenter for Hearing Research, Boys Town National Research Hospital, 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 SeitzDepartment of Psychology, Institute for Cognitive and Brain Health, Northeastern University, Boston, MA.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

purposeCurrent theories of listening effort posit that motivation should influence a participant's level of effort and performance on a listening task. Gamification may be a means of manipulating motivation to test these hypotheses. This study compared a traditional and gamified version of a spatial release from masking test to determine if gamification yields better performance or subjective differences in listening effort compared to the traditional test.

methodThirty-four adults (aged 20-47 years) with normal hearing completed a traditional and gamified version of a spatial release from masking test. The gamified test was themed as a spaceship race; correct responses made their ship go faster and revealed a pattern of game pieces that formed a path across the board. Both tests adapted the target-to-masker ratio based on performance to estimate threshold from a psychometric function. Subjective ratings of mental demand, fatigue, pace, enjoyment, frustration, and perceived success for each test were compared between two tests to evaluate perceived listening effort and characterize the participant experience.

resultsBehavioral data indicated better thresholds in the gamified test than the traditional test. Participants reported more mental demand on the gamified test than the traditional test, but also more frustration and lower perceived success. The latter findings may have been driven by a propensity for participants to lose the race when the speech task was close to their performance threshold.

conclusionsGamified testing is an effective way to improve performance and increase mental demand exerted by participants on speech-in-noise tests. Subjective ratings revealed that listeners' perception of success and frustration may have been biased by the outcome of the game, rather than the difficulty of the underlying speech task (identical for both tests). These results suggest that gamification may be a means of manipulating motivation to evaluate its effect on a speech-in-noise task. SUPPLEMENTAL MATERIAL: https://doi.org/10.23641/asha.30566462.

Indexed as

MotivationPerceptual MaskingSpeech PerceptionVideo GamesAdultAuditory ThresholdFemaleHumansMaleMiddle AgedYoung Adult

Identifiers

PMID41237762
PMCPMC12704924

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.