Computer games potentially offer a useful research tool for psychology but there has been little use made of them in assessing cognitive abilities. Two studies assessing the viability of a computer game-like test of cognitive processing speed are described. In Experiment 1, a computerized coding task that uses a mouse responsemethod (McPherson & Burns, 2005) was the basis for a simple computer game-like test. In Experiment 2, dynamic game-like elements were added. Validity was assessed within a factor analytic framework using standardized abilities tests as marker tests. We conclude that computer game-like tests of processing speed may provide an alternative or supplementary tool for research and assessment. There is clearly potential to develop game-like tests for other cognitive abilities.
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http://dx.doi.org/10.3758/bf03192982 | DOI Listing |
J Stroke Cerebrovasc Dis
January 2025
Faculdade de Ciências Exatas e da Engenharia & NOVA LINCS, Universidade da Madeira, Funchal, Portugal; Agência Regional para o Desenvolvimento de Investigação, Tecnologia e Inovação (ARDITI), Funchal, Portugal. Electronic address:
Here we present a study that explores the feasibility, user engagement, and usability of an interactive system that involves the use of tangible objects with various shapes and properties to interact with virtual tasks designed for upper limb rehabilitation following a stroke. We evaluated five different types of interaction modalities, including three grasps modalities (power grasp, lateral grasp and tripod grasp) and two strength modalities. These were tested using five basic game-like tasks with a total of 20 stroke patients.
View Article and Find Full Text PDFStud Health Technol Inform
August 2024
Department of Information Engineering, University of Padova, Padova, Italy.
In recent years, the integration of game-like elements into non-gaming contexts has shown promise in enhancing user engagement and motivation. This study assesses the impact of gamification elements on data collection efficacy in m-health applications. An ad-hoc mobile application was developed and used in a randomized two-arm pilot study.
View Article and Find Full Text PDFStud Health Technol Inform
August 2024
University Hospitals of Geneva, Switzerland.
In healthcare, improving lifestyle behaviors like medication adherence remains challenging, with an impact on treatment success and patient outcomes. Mobile health (mHealth) applications offer promising solutions by leveraging smartphone ubiquity and digital accessibility. However, sustaining user engagement and behavior change presents obstacles.
View Article and Find Full Text PDFBackground: Measurement of the efficacy of the networks of attention is a frequent component of research in cognitive and clinical neuroscience. Developed in 2002, the Attention Network Test (ANT), has become the most widely used tool for this purpose.
New Method: In 2017 a more engaging, game-like tool based on the ANT, called the AttentionTrip was described.
Sci Rep
April 2024
Institute of Neural Engineering, Graz University of Technology, Graz, Austria.
Technological advances in head-mounted displays (HMDs) facilitate the acquisition of physiological data of the user, such as gaze, pupil size, or heart rate. Still, interactions with such systems can be prone to errors, including unintended behavior or unexpected changes in the presented virtual environments. In this study, we investigated if multimodal physiological data can be used to decode error processing, which has been studied, to date, with brain signals only.
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