Evidence map›Paper›PMID 42330916›Full record

ArticleJMIR serious games2026

Tonal Auditory Discrimination Training in Youths: Design, Implementation, and Evaluation of Game-Based Versus Non-Game-Based Systems in a Cross-Sectional Study.

Sergio M-Cam, Daniela Acosta, Karla I Cruz Ornelas, Priscila Montoya Beltrán, Luz M Alonso Valerdi, David I Ibarra Zarate

Abstract read
In one paragraph

Article in JMIR serious games, 2026. 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

6 authors.

Sergio M-CamEscuela de Ingeniería y Ciencias, Tecnológico de Monterrey, Ave Eugenio Garza Sada 2501, Monterrey, NL, 64849, Mexico, 52 (81) 8358-2000.ORCID http://orcid.org/0000-0002-4787-2266
Daniela AcostaEscuela de Ingeniería y Ciencias, Tecnológico de Monterrey, Ave Eugenio Garza Sada 2501, Monterrey, NL, 64849, Mexico, 52 (81) 8358-2000.ORCID http://orcid.org/0009-0000-2140-5574
Karla I Cruz OrnelasEscuela de Ingeniería y Ciencias, Tecnológico de Monterrey, Ave Eugenio Garza Sada 2501, Monterrey, NL, 64849, Mexico, 52 (81) 8358-2000.ORCID http://orcid.org/0009-0007-0369-1125
Priscila Montoya BeltránEscuela de Ingeniería y Ciencias, Tecnológico de Monterrey, Ave Eugenio Garza Sada 2501, Monterrey, NL, 64849, Mexico, 52 (81) 8358-2000.ORCID http://orcid.org/0009-0004-5349-1904
Luz M Alonso ValerdiEscuela de Ingeniería y Ciencias, Tecnológico de Monterrey, Ave Eugenio Garza Sada 2501, Monterrey, NL, 64849, Mexico, 52 (81) 8358-2000.ORCID http://orcid.org/0000-0002-2256-2958
David I Ibarra ZarateEscuela de Ingeniería y Ciencias, Tecnológico de Monterrey, Ave Eugenio Garza Sada 2501, Monterrey, NL, 64849, Mexico, 52 (81) 8358-2000.ORCID http://orcid.org/0000-0002-9870-9645

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Auditory discrimination training is widely used to supplement aural habilitation and rehabilitation in individuals with hearing or auditory challenges. Recently, gamification has been introduced as a strategy to enhance attention, motivation, and engagement during training. However, the relationship between user experience (UX) and auditory discrimination performance remains unclear. In addition, maintaining long-term interest in auditory training is still a challenge, particularly in younger populations, highlighting the need for more engaging and user-centered approaches. Objective: The objective of our study was to develop and compare 2 pure-tone auditory discrimination training systems: a game-based system with dual-task gamified activities and a non-game-based control system with identical auditory tasks but without gamified elements. We further aimed to evaluate differences in UX, engagement, usability, and behavioral auditory discrimination performance between the two systems. Methods: A 3-stage process (design, implementation, and evaluation) yielded beta versions of both systems. Both platforms were developed using identical auditory stimuli, task logic, and performance metrics to isolate the effect of gamification, differing only in the interface and game elements. In the evaluation stage, a cross-sectional study with 11 young adults (aged 18-30 y) was conducted, where participants completed usability, UX, and engagement questionnaires after using each system. Behavioral performance was assessed through mean response time, proportion of correct responses, the Balanced Integration Score, and a novel Auditory Discrimination Performance Index integrating the Weber fraction and response time. UX was measured using the User Experience Questionnaire, the Post-Study System Usability Questionnaire, and the User Engagement Scale-Short Form. Statistical analyses included Shapiro-Wilk tests, paired t tests, and Wilcoxon signed rank tests. Results: The game-based system produced significantly higher scores in 6 of 11 evaluated questionnaire dimensions, including focused attention, aesthetic appeal, reward, attractiveness, stimulation, and novelty, while no significant differences were found in most auditory discrimination performance metrics. Specifically, measures such as response time, accuracy, and Balanced Integration Score showed comparable results between systems. Usability-related outcomes showed a slight advantage for the non-game-based system, whereas all engagement-related domains consistently favored the game-based system, indicating improved user involvement and overall engagement without compromising performance. Conclusions: These findings suggest that gamification can substantially improve UX and engagement without degrading short-term discrimination performance. This indicates that gamified auditory training systems may enhance user adherence without compromising task effectiveness. This study is innovative in that it directly compares game-based and non-game-based auditory training systems under controlled conditions, isolating the effect of gamification. Unlike other studies that primarily evaluate gamified systems without a control condition, this work clarifies the specific contribution of game elements to UX and performance. These findings contribute to the development of more effective, user-centered auditory training technologies and highlight the need for future longitudinal studies to determine whether these advantages translate into sustained auditory benefits across tasks.

Indexed as

auditory discriminationauditory rehabilitationgame-based traininggamificationusabilityuser experience

Identifiers

PMID42330916
PMCPMC13286528

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.