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Gamification with visual game-like elements (GLEs) did not increase perceived playfulness but sped up cognitive tasks. Increasing cognitive demand, not GLEs, is key to enhancing mental effort and performance in gamified cognitive training.

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Area of Science:

  • Cognitive Psychology
  • Human-Computer Interaction
  • Educational Technology

Background:

  • Cognitive training is explored for age-related pathologies.
  • Success in cognitive training requires sufficient mental effort from trainees.
  • Gamification is investigated as a method to enhance engagement in cognitive tasks.

Purpose of the Study:

  • To investigate if gamification with visual game-like elements (GLEs) in a narrative context increases perceived playfulness and voluntary mental effort.
  • To determine if these effects persist when cognitive demand is increased.
  • To assess the impact of GLEs and cognitive solicitation on cognitive tasks.

Main Methods:

  • 20 participants completed three versions of the Corsi spatial memory task: classic, playful with GLEs, and playful with added cognitive solicitation (mental motor inhibition).
  • Perceived playfulness, mental workload (MWL) using NASA-Task Load Index (NASA-TLX) and workload profile (WP) were assessed.
  • The study compared performance, task completion time, and MWL across different task conditions.

Main Results:

  • Visual GLEs did not significantly influence perceived playfulness but reduced task completion time and slightly impacted performance.
  • GLEs increased MWL related to attentional resources.
  • Increased cognitive solicitation significantly impacted MWL without compromising task performance.

Conclusions:

  • Modifying cognitive solicitation is more effective than adding visual GLEs for improving voluntary mental effort in cognitive tasks.
  • Findings provide insights for enhancing user experience in gamified cognitive tasks and serious games.
  • Future research should focus on optimizing cognitive demand rather than solely relying on visual enhancements.