Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Benny Markovitch , Jonas C.C. Kamps , Panos Markopoulos , Max V. Birk
{"title":"Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality","authors":"Benny Markovitch ,&nbsp;Jonas C.C. Kamps ,&nbsp;Panos Markopoulos ,&nbsp;Max V. Birk","doi":"10.1016/j.chb.2025.108720","DOIUrl":null,"url":null,"abstract":"<div><div>Cognitive assessment games are designed for the purpose of providing engaging and motivating cognitive assessment experiences in clinical and research settings. However, due to oversampling of frequent video game players, it is unclear how well cognitive assessment games serve individuals who rarely, if ever, play video games. This lack of understanding prevents researchers from identifying infrequent gamers’ needs and thus limits efforts to address those needs. To identify whether and how cognitive assessment games under-serve infrequent video game players, we compared the gaming experience and quality of cognitive data between frequent and infrequent video game players in a large-scale online study (<span><math><mrow><mi>n</mi><mo>=</mo><mn>1</mn><mo>,</mo><mn>176</mn></mrow></math></span>) with the cognitive assessment game Tunnel Runner.</div><div>Using Bayesian inference, we found strong evidence that compared to frequent gamers, infrequent gamers provided equally precise data for behaviorally simple measures of baseline reaction time and interference control; yet provided less precise data for behaviorally complex measures of response inhibition and response-rule switching. Furthermore, our results indicated that infrequent gamers reported worse gaming experiences overall, including lower mastery, meaning, ease of control, clarity of goals and feedback, and usability, alongside higher frustration. Nevertheless, we found evidence that both groups felt equally focused on the game, and experienced similar levels of effort, reward, autonomy, curiosity, and aesthetic appeal. Our findings help identify the challenges that serious and cognitive assessment games may pose for infrequent video game players and highlight the need to include, understand, and address the needs of infrequent gamers during the research and development of cognitive games.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"172 ","pages":"Article 108720"},"PeriodicalIF":9.0000,"publicationDate":"2025-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563225001670","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0

Abstract

Cognitive assessment games are designed for the purpose of providing engaging and motivating cognitive assessment experiences in clinical and research settings. However, due to oversampling of frequent video game players, it is unclear how well cognitive assessment games serve individuals who rarely, if ever, play video games. This lack of understanding prevents researchers from identifying infrequent gamers’ needs and thus limits efforts to address those needs. To identify whether and how cognitive assessment games under-serve infrequent video game players, we compared the gaming experience and quality of cognitive data between frequent and infrequent video game players in a large-scale online study (n=1,176) with the cognitive assessment game Tunnel Runner.
Using Bayesian inference, we found strong evidence that compared to frequent gamers, infrequent gamers provided equally precise data for behaviorally simple measures of baseline reaction time and interference control; yet provided less precise data for behaviorally complex measures of response inhibition and response-rule switching. Furthermore, our results indicated that infrequent gamers reported worse gaming experiences overall, including lower mastery, meaning, ease of control, clarity of goals and feedback, and usability, alongside higher frustration. Nevertheless, we found evidence that both groups felt equally focused on the game, and experienced similar levels of effort, reward, autonomy, curiosity, and aesthetic appeal. Our findings help identify the challenges that serious and cognitive assessment games may pose for infrequent video game players and highlight the need to include, understand, and address the needs of infrequent gamers during the research and development of cognitive games.
认知评估游戏会把不常玩电子游戏的玩家抛在后面吗?评估频繁和不频繁玩家的游戏体验和数据质量
认知评估游戏是为了在临床和研究环境中提供引人入胜和激励的认知评估体验而设计的。然而,由于频繁的电子游戏玩家的过度抽样,认知评估游戏对那些很少(如果有的话)玩电子游戏的人有多好还不清楚。这种理解的缺乏阻碍了研究人员识别不常见玩家的需求,从而限制了他们解决这些需求的努力。为了确定认知评估游戏是否以及如何为不经常玩电子游戏的玩家提供服务,我们在一项大型在线研究中(n= 1176)比较了频繁玩电子游戏和不经常玩电子游戏的玩家的游戏体验和认知数据质量。通过贝叶斯推理,我们发现与频繁玩家相比,不频繁玩家提供了同样精确的基线反应时间和干扰控制的行为简单测量数据;然而,为反应抑制和反应规则转换的行为复杂测量提供了不太精确的数据。此外,我们的研究结果表明,不经常玩游戏的玩家总体上的游戏体验更差,包括较低的精通程度、意义、易于控制、目标和反馈的清晰度、可用性,以及更高的挫败感。然而,我们发现有证据表明,两组人都同样专注于游戏,并且经历了相似程度的努力、奖励、自主性、好奇心和审美吸引力。我们的研究结果有助于确定严肃和认知评估游戏可能给不经常玩电子游戏的玩家带来的挑战,并强调在认知游戏的研究和开发过程中需要包括、理解和解决不经常玩电子游戏的玩家的需求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信