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High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

Overview of attention for article published in Frontiers in Psychology, November 2015
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  • Good Attention Score compared to outputs of the same age (72nd percentile)
  • Above-average Attention Score compared to outputs of the same age and source (63rd percentile)

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Title
High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game
Published in
Frontiers in Psychology, November 2015
DOI 10.3389/fpsyg.2015.01774
Pubmed ID
Authors

Aniket Nagle, Robert Riener, Peter Wolf

Abstract

Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

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X Demographics

The data shown below were collected from the profiles of 5 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 139 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 <1%
Unknown 138 99%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 28 20%
Student > Master 25 18%
Researcher 16 12%
Student > Bachelor 14 10%
Student > Doctoral Student 10 7%
Other 22 16%
Unknown 24 17%
Readers by discipline Count As %
Psychology 38 27%
Neuroscience 13 9%
Computer Science 12 9%
Engineering 10 7%
Medicine and Dentistry 9 6%
Other 26 19%
Unknown 31 22%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 4. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 17 December 2015.
All research outputs
#6,800,577
of 22,833,393 outputs
Outputs from Frontiers in Psychology
#9,747
of 29,822 outputs
Outputs of similar age
#105,558
of 386,526 outputs
Outputs of similar age from Frontiers in Psychology
#159
of 440 outputs
Altmetric has tracked 22,833,393 research outputs across all sources so far. This one has received more attention than most of these and is in the 69th percentile.
So far Altmetric has tracked 29,822 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 12.5. This one has gotten more attention than average, scoring higher than 66% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 386,526 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 72% of its contemporaries.
We're also able to compare this research output to 440 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 63% of its contemporaries.