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Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques.
Jim Lumsden1,2, Andy Skinner1,2, David Coyle3
1UK Centre for Tobacco and Alcohol Studies, School of Experimental Psychology, University of Bristol, Bristol, United Kingdom.
Journal of Medical Internet Research
|November 24, 2017
Summary
Gamifying cognitive tasks did not reduce participant dropout in a longitudinal study. Adding points or graphical themes to the Stop Signal Task did not significantly lower attrition rates compared to a standard version.
Area of Science:
- Cognitive psychology
- Human-computer interaction
- Digital health
Background:
- Longitudinal cognitive assessments are valuable but face high participant attrition due to task burden.
- Gamification is proposed to enhance engagement and reduce dropout in repeated testing.
- Balancing task validity with gamified elements is crucial for effective implementation.
Purpose of the Study:
- To investigate the impact of gamified features on participant attrition in a longitudinal, web-based cognitive testing study.
- To compare dropout rates across different gamified versions of the Stop Signal Task (SST).
Main Methods:
- A between-subjects study utilized three variants of the Stop Signal Task (SST): points-based, graphically themed, and a standard control.
- Participants completed four mandatory sessions, followed by a voluntary testing period with daily dropout decisions.
- Compensation was provided for each completed session.
Main Results:
- No significant difference in dropout rates was observed between the gamified SST variants and the control group (χ²=3.0, P=.22).
- Analysis of variance also revealed no significant difference in the mean number of sessions completed across the task variants (F=1.534, P=.21).
- A total of 482 participants enrolled, with 265 completing the initial four sessions.
Conclusions:
- The study's findings cast doubt on the effectiveness of gamification in mitigating attrition for longitudinal cognitive testing.
- Further research may be needed to explore alternative strategies or refined gamification approaches.

