用严肃游戏监测认知表现:使用严肃游戏进行在线认知评估的纵向案例研究

Jacqueline Urakami, Y. Hu, M. Chignell
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引用次数: 3

摘要

这个案例研究涉及:严肃游戏的设计和评估;在国际环境中使用纵向研究和远程测试。目前的认知评估方法往往不方便、昂贵且不经常进行。这是不幸的,因为认知评估是一个重要的工具。在年轻人中,它可以检测非典型发育,在老年人中,它可以检测认知能力下降。无论对年轻人还是老年人,认知评估都可以发现问题并触发干预措施,以减少危害(例如,对药物的不良反应)或提供治疗。用于认知评估的严肃游戏可能是自我管理的,可以持续玩下去,从而跟踪一段时间的认知状态,这在当前的方法中是不实用的。受到这个机会的启发,BrainTagger团队开发了一套认知评估游戏。人们正在进行研究,以评估这些游戏的有效性,以衡量它们所针对的认知功能,但这些研究并没有解决人们是否愿意在没有监督的情况下长时间重复玩游戏的问题。因此,我们对BrainTagger进行了纵向研究。我们报告了在covid - 19大流行期间与加拿大和日本的国际团队一起开展这项研究的后勤挑战。我们还报告了游戏的“乐趣”是如何随着时间的推移而变化的。我们的游戏都是各种版本的打地鼠游戏,每个游戏都需要不同的认知功能来区分目标(要击中的鼹鼠)和干扰物(要避开的鼹鼠)。虽然基本的打地鼠游戏很有趣,但在更长的时间里一次又一次地玩同样的游戏似乎比预期的更具挑战性,而且在研究过程中,动机和接受度似乎逐渐下降。我们的结论是,添加游戏化功能(游戏邦注:如排行榜和游戏内奖励)能够维持我们的《BrainTagger》游戏以及其他游戏的乐趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Monitoring Cognitive Performance with a Serious Game: A Longitudinal Case Study on Online Cognitive Assessment Using Serious Games
This case study involves: the design and evaluation of serious games; the use of longitudinal research and remote testing in an international setting. Current methods for cognitive assessment tend to be inconvenient, costly and infrequently performed. This is unfortunate because cognitive assessment is an important tool. In the young it can detect atypical development, and in older people it can detect cognitive decline. For both young and old, cognitive assessments can identify problems and trigger interventions for reducing harms (e.g., adverse reactions to drugs) or providing treatment. Serious games for cognitive assessment can potentially be self-administered and played on an on-going basis so as to track cognitive status over time, something that is not practical with current methods. Inspired by this opportunity the BrainTagger team has developed a suite of cognitive assessment games. Studies are being carried out to assess the validity of these games for measuring the cognitive functions that they target, but those studies don't address the issue of whether people will be willing to play the game repeatedly, without supervision, over an extended period of time. Thus we carried out a longitudinal study with BrainTagger. We report on the logistical challenges of running this study with an international team located in Canada and Japan during the COVID19 pandemic. We also report on how the perceived “fun” of games changed over time. Our games were all versions of Whack-a-mole games, with each game requiring a different cognitive function to distinguish between targets (moles to hit) and distractors (moles to avoid). While the basic Whack-a-mole game is fun to play, having to play the same games again and again over a larger time period appeared to be more challenging than anticipated and motivation and acceptance seemed to gradually decrease over the course of the study. We conclude that addition of gamification features, such as leaderboards and in-game rewards, are needed to sustain enjoyment of our BrainTagger games and likely other games as well.
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