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Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
Katelyn Wiley1, Phaedra Berger1, Maximilian Achim Friehs2,3,4
1Department of Computer Science, University of Saskatchewan, Saskatoon, SK, Canada.
JMIR Serious Games
|April 10, 2024
Summary
Gamifying cognitive tasks like the Stroop task improves performance consistency. Even subtle game elements enhance reliability within and across sessions, leading to quicker peak performance.
Area of Science:
- Cognitive Psychology
- Psychometrics
- Human-Computer Interaction
Background:
- Rigorous psychometric evaluation of gamified cognitive tasks is limited.
- Understanding the impact of task modifications, even minor ones, is crucial for reliable experimental and clinical applications.
Purpose of the Study:
- To investigate the influence of game elements on the reliability of Stroop task scores.
- To assess performance consistency within and across testing sessions.
Main Methods:
- Developed two versions of the Stroop task: one gamified (with points and feedback) and one basic.
- Administered both tasks to participants at two separate time points.
- Evaluated internal consistency using a permutation approach and test-retest reliability via Pearson and intraclass correlation coefficients.
Main Results:
- The gamified Stroop task demonstrated reduced Stroop effect, faster reaction times, and lower error rates.
- Gamification led to higher internal consistency for both reaction times and error rates.
- Test-retest reliability showed that the gamified version reached peak consistency faster, particularly for incongruent trials.
Conclusions:
- Subtle gamification significantly impacts cognitive task performance and reliability.
- Gamified tasks enhance performance consistency within and across sessions, enabling participants to reach peak performance more rapidly.
- Further research into the effects of game elements on cognitive task psychometrics is warranted.

