TY - GEN
T1 - Principles underlying the design of a cognitive training game as a research framework
AU - Schmuck, Emmanuel
AU - Flemming, Rory
AU - Schrater, Paul
AU - Cardoso-Leite, Pedro
PY - 2019/9
Y1 - 2019/9
N2 - Action video games have great potential as cognitive training instruments for their data collection efficiency over standard testing, their natural motive power, and as they have demonstrated benefits for broad aspects of cognition. However, commercial video games do not allow researchers full control over games' unique features and parameters while presently available scientific games violate key criteria, generally lack appeal, and do not collect enough data for principled exploration of the game design space. To capitalize on the benefits of action video games and facilitate a systematic, scientific exploration of video games and cognition, we propose the Cognitive Training Game Framework (CTGF). The CTGF addresses criteria that we believe are important for gamifying an experimental environment, such as modularity, accessibility, adaptivity, and variety. By offering the potential to collect large data sets and to systematically explore scientific hypotheses in a controlled environment, the resulting framework will make significant contributions to cognitive training research.
AB - Action video games have great potential as cognitive training instruments for their data collection efficiency over standard testing, their natural motive power, and as they have demonstrated benefits for broad aspects of cognition. However, commercial video games do not allow researchers full control over games' unique features and parameters while presently available scientific games violate key criteria, generally lack appeal, and do not collect enough data for principled exploration of the game design space. To capitalize on the benefits of action video games and facilitate a systematic, scientific exploration of video games and cognition, we propose the Cognitive Training Game Framework (CTGF). The CTGF addresses criteria that we believe are important for gamifying an experimental environment, such as modularity, accessibility, adaptivity, and variety. By offering the potential to collect large data sets and to systematically explore scientific hypotheses in a controlled environment, the resulting framework will make significant contributions to cognitive training research.
KW - Cognitive training
KW - Game design
KW - Research tools
UR - http://www.scopus.com/inward/record.url?scp=85074262505&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85074262505&partnerID=8YFLogxK
U2 - 10.1109/VS-Games.2019.8864551
DO - 10.1109/VS-Games.2019.8864551
M3 - Conference contribution
AN - SCOPUS:85074262505
T3 - 2019 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2019 - Proceedings
SP - 1DUUMY
BT - 2019 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2019 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 11th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2019
Y2 - 4 September 2019 through 6 September 2019
ER -