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High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game
Aniket Nagle1, Robert Riener2, Peter Wolf1
1Sensory-Motor Systems Lab, Department of Health Sciences and Technology, ETH Zurich Zurich, Switzerland.
Frontiers in Psychology
|December 5, 2015
Summary
Giving older adults control over cognitive training game features like difficulty and themes boosts engagement and performance. This user-controlled approach enhances compliance in home-based cognitive training for improved working memory and attention.
Area of Science:
- Cognitive psychology
- Human-computer interaction
- Gerontology
Background:
- Computer games are increasingly utilized for cognitive training in older adults.
- Elements like adaptive difficulty, rewards, and themes enhance engagement but user control over these is understudied.
Purpose of the Study:
- To investigate the impact of user control over game elements on cognitive training engagement and performance in older adults.
- To compare a user-controlled mode with an automatically adapted mode in a home-based cognitive training study.
Main Methods:
- Healthy older adults (N=21, mean age ~70) played a tablet-based n-back task for 3 weeks at home.
- Two modes were compared: USER-CONTROL (user adjusts difficulty, rewards, themes) vs. AUTO (automatic adaptation).
- Outcome measures included play frequency, duration, and in-game performance.
Main Results:
- Participants in the USER-CONTROL mode showed significantly higher play frequency and total play duration.
- In-game performance was also significantly better in the USER-CONTROL group compared to the AUTO group.
- The home-based, self-directed study design proved effective.
Conclusions:
- Providing users with control over cognitive training game elements enhances adherence and performance.
- This highlights the importance of user agency in designing effective, home-based cognitive interventions for older adults.
- Future cognitive training game designs should prioritize user control for better outcomes.
Keywords:
frequency of game playgame designhome-based trainingin-game performancemotivationn-backtabletsuser-control
