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      Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques

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          Abstract

          Background

          The prospect of assessing cognition longitudinally and remotely is attractive to researchers, health practitioners, and pharmaceutical companies alike. However, such repeated testing regimes place a considerable burden on participants, and with cognitive tasks typically being regarded as effortful and unengaging, these studies may experience high levels of participant attrition. One potential solution is to gamify these tasks to make them more engaging: increasing participant willingness to take part and reducing attrition. However, such an approach must balance task validity with the introduction of entertaining gamelike elements.

          Objective

          This study aims to investigate the effects of gamelike features on participant attrition using a between-subjects, longitudinal Web-based testing study.

          Methods

          We used three variants of a common cognitive task, the Stop Signal Task (SST), with a single gamelike feature in each: one variant where points were rewarded for performing optimally; another where the task was given a graphical theme; and a third variant, which was a standard SST and served as a control condition. Participants completed four compulsory test sessions over 4 consecutive days before entering a 6-day voluntary testing period where they faced a daily decision to either drop out or continue taking part. Participants were paid for each session they completed.

          Results

          A total of 482 participants signed up to take part in the study, with 265 completing the requisite four consecutive test sessions. No evidence of an effect of gamification on attrition was observed. A log-rank test showed no evidence of a difference in dropout rates between task variants (χ 2 2=3.0, P=.22), and a one-way analysis of variance of the mean number of sessions completed per participant in each variant also showed no evidence of a difference (F 2,262=1.534, P=.21, partial η 2=0.012).

          Conclusions

          Our findings raise doubts about the ability of gamification to reduce attrition from longitudinal cognitive testing studies.

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          Most cited references60

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          Beyond the Turk: Alternative platforms for crowdsourcing behavioral research

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            Persuasive System Design Does Matter: A Systematic Review of Adherence to Web-Based Interventions

            Background Although web-based interventions for promoting health and health-related behavior can be effective, poor adherence is a common issue that needs to be addressed. Technology as a means to communicate the content in web-based interventions has been neglected in research. Indeed, technology is often seen as a black-box, a mere tool that has no effect or value and serves only as a vehicle to deliver intervention content. In this paper we examine technology from a holistic perspective. We see it as a vital and inseparable aspect of web-based interventions to help explain and understand adherence. Objective This study aims to review the literature on web-based health interventions to investigate whether intervention characteristics and persuasive design affect adherence to a web-based intervention. Methods We conducted a systematic review of studies into web-based health interventions. Per intervention, intervention characteristics, persuasive technology elements and adherence were coded. We performed a multiple regression analysis to investigate whether these variables could predict adherence. Results We included 101 articles on 83 interventions. The typical web-based intervention is meant to be used once a week, is modular in set-up, is updated once a week, lasts for 10 weeks, includes interaction with the system and a counselor and peers on the web, includes some persuasive technology elements, and about 50% of the participants adhere to the intervention. Regarding persuasive technology, we see that primary task support elements are most commonly employed (mean 2.9 out of a possible 7.0). Dialogue support and social support are less commonly employed (mean 1.5 and 1.2 out of a possible 7.0, respectively). When comparing the interventions of the different health care areas, we find significant differences in intended usage (p = .004), setup (p < .001), updates (p < .001), frequency of interaction with a counselor (p < .001), the system (p = .003) and peers (p = .017), duration (F = 6.068, p = .004), adherence (F = 4.833, p = .010) and the number of primary task support elements (F = 5.631, p = .005). Our final regression model explained 55% of the variance in adherence. In this model, a RCT study as opposed to an observational study, increased interaction with a counselor, more frequent intended usage, more frequent updates and more extensive employment of dialogue support significantly predicted better adherence. Conclusions Using intervention characteristics and persuasive technology elements, a substantial amount of variance in adherence can be explained. Although there are differences between health care areas on intervention characteristics, health care area per se does not predict adherence. Rather, the differences in technology and interaction predict adherence. The results of this study can be used to make an informed decision about how to design a web-based intervention to which patients are more likely to adhere.
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              The Motivational Pull of Video Games: A Self-Determination Theory Approach

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                Author and article information

                Contributors
                Journal
                J Med Internet Res
                J. Med. Internet Res
                JMIR
                Journal of Medical Internet Research
                JMIR Publications (Toronto, Canada )
                1439-4456
                1438-8871
                November 2017
                22 November 2017
                : 19
                : 11
                : e395
                Affiliations
                [1] 1 UK Centre for Tobacco and Alcohol Studies School of Experimental Psychology University of Bristol Bristol United Kingdom
                [2] 2 The MRC Integrative Epidemiology Unit University of Bristol Bristol United Kingdom
                [3] 3 School of Computer Science University College Dublin Dublin Ireland
                [4] 4 School of Psychology College of Life and Environmental Sciences University of Exeter Exeter United Kingdom
                Author notes
                Corresponding Author: Jim Lumsden jim.lumsden@ 123456bristol.ac.uk
                Author information
                http://orcid.org/0000-0001-6817-6449
                http://orcid.org/0000-0001-7019-163X
                http://orcid.org/0000-0002-5103-0379
                http://orcid.org/0000-0003-1969-6637
                http://orcid.org/0000-0002-4049-993X
                Article
                v19i11e395
                10.2196/jmir.8473
                5719230
                29167090
                84b881c6-451e-4de5-b7da-cd12a9c8dc23
                ©Jim Lumsden, Andy Skinner, David Coyle, Natalia Lawrence, Marcus Munafo. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 22.11.2017.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.

                History
                : 19 July 2017
                : 3 August 2017
                : 25 September 2017
                : 9 October 2017
                Categories
                Original Paper
                Original Paper

                Medicine
                behavioral research/methods,games, experimental,computers,cognition,internet,play and playthings/psychology,boredom,task performance and analysis,executive function,inhibition (psychology)

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