1. The study evaluated older adults' perceptions and attitudes towards digital brain training games and control puzzle games played on tablets over one month.
2. Participants found the brain training games to be more frustrating and less enjoyable than the control puzzle games. However, adherence was high for both.
3. Perceived cognitive benefits from gameplay, enjoyment, and challenge positively predicted motivation to play, which trended towards predicting adherence. Digital games should balance enjoyment and cognitive engagement for older adults.
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Engaging change: The awareness-action gap and the power of game designColine Pannier
The impact of human activities on the environment is widely documented and communicated, yet the profusion of information doesn't seem to be able to trigger a radical change in behaviors. An extra step is needed to bridge the gap between awareness and action. Games can be a powerful tool to help people engage with the abstract problems of sustainability and feel empowered to take action. How can we use the power of game design to influence real-life behavior?
Talk given in March 2015 at the Gamification World Congress Netherlands by Coline Pannier and Sofía Montuori
Presently, mobile games had generated a revenue of multibillion-dollar per year and are expected to generate $100 billion in the coming year. Mobile gaming is certainly more than mere entertainment. There are numerous benefits associated with mobile gaming at present. Let’s know some of them individually.
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Interactive Technologies and Games (ITAG) Conference 2016
Health, Disability and EducationDates: Wednesday 26 October 2016 - Thursday 27 October 2016 Location: The Council House, NG1 2DT
Engaging change: The awareness-action gap and the power of game designColine Pannier
The impact of human activities on the environment is widely documented and communicated, yet the profusion of information doesn't seem to be able to trigger a radical change in behaviors. An extra step is needed to bridge the gap between awareness and action. Games can be a powerful tool to help people engage with the abstract problems of sustainability and feel empowered to take action. How can we use the power of game design to influence real-life behavior?
Talk given in March 2015 at the Gamification World Congress Netherlands by Coline Pannier and Sofía Montuori
Presently, mobile games had generated a revenue of multibillion-dollar per year and are expected to generate $100 billion in the coming year. Mobile gaming is certainly more than mere entertainment. There are numerous benefits associated with mobile gaming at present. Let’s know some of them individually.
Evaluation of heuristics for designing believability in games gameon2013Magnus Johansson
Presentation held at the GameOn 2013 conference in Brussels.
We introduce a specific focus for heuristic evaluations of games, where the interface can be excluded and the gameplay isolated.
The heuristics used in this article are based on heuristics sited as the most used heuristics of the game industry
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...ADVANCE-Purdue
In the use of digital technologies, it has been suggested that females are sometimes in a disadvantageous position compared to males due to their lack of confidence, interest and skills. This disadvantage manifests itself in lower levels of digital literacy. Theory of flow (Csikszentmihalyi & Csikszentmihalyi, 2000) and social cognitive theory (Bandura, 1986) suggest that the positive experiences individuals have in a gaming environment might increase interest in digital technologies, and improve skills and usage of digital technologies. The purpose of this paper was hence twofold: to understand gender differences in the process and outcomes of engaging with a game that challenges the participants’ skills and knowledge on digital literacy, and to test the efficacy of learning games in the context of digital literacy. We empirically studied 77 college seniors who were enrolled in a communication and technology class. Results showed no gender differences in terms of self-efficacy in using digital technologies, game performance or enjoyment of the digital literacy game. However, there were gender differences in participants’ description of their cognitive experiences, in the strategies they employed during gameplay, and their perceived learning outcomes. Results of this study challenged the literature in gender gap in observed digital literacy skills, and showed the significant differences in experiences and strategies employed by males and females to achieve similar scores. This study also proposed that helping females explore their cognitive game strategies may enhance sense of mastery and self-efficacy, and encourage females to engage in digital technologies in the future.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
The Challenge of Certification: Providing More Robust Assessments through GamesSeriousGamesAssoc
Share stories and techniques about certifications for learning game designers and for games as learning and assessment products. Join the discussion of the growing demand for games as assessment methods and as alternatives to traditional multiple-choice exams. Come discover the overlapping worlds of games and certifications.
Games and Gamification of College Course Content: Examples and Best PracticesKarl Kapp
This presentation starts with three "Do's" in terms of using games within a classroom and then provides a number of example games from a variety of disciplines.
A Theory of Gamification Principles Through Goal-Setting TheoryGustavo Tondello
Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
Controlling Adaptation in Affective Serious Gamesbbontchev
Managing the adaptation in affective serious
games is established mainly on the basis of player emotions.
Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
expressions are a source of data about the emotion extracted
from images. The presentation outlines s a general workflow of game
adaptation control in affective games applying emotional state,
game outcomes and efficiency, and playing style. It provides
preliminary results received by using clustering algorithms for
recognizing emotions from physiological data and by applying a
convolutional neural network using images to recognize
emotions from facial expressions.
Evaluation of heuristics for designing believability in games gameon2013Magnus Johansson
Presentation held at the GameOn 2013 conference in Brussels.
We introduce a specific focus for heuristic evaluations of games, where the interface can be excluded and the gameplay isolated.
The heuristics used in this article are based on heuristics sited as the most used heuristics of the game industry
Gender Differences in Digital Literacy Games: Efficacy, Strategies, Experienc...ADVANCE-Purdue
In the use of digital technologies, it has been suggested that females are sometimes in a disadvantageous position compared to males due to their lack of confidence, interest and skills. This disadvantage manifests itself in lower levels of digital literacy. Theory of flow (Csikszentmihalyi & Csikszentmihalyi, 2000) and social cognitive theory (Bandura, 1986) suggest that the positive experiences individuals have in a gaming environment might increase interest in digital technologies, and improve skills and usage of digital technologies. The purpose of this paper was hence twofold: to understand gender differences in the process and outcomes of engaging with a game that challenges the participants’ skills and knowledge on digital literacy, and to test the efficacy of learning games in the context of digital literacy. We empirically studied 77 college seniors who were enrolled in a communication and technology class. Results showed no gender differences in terms of self-efficacy in using digital technologies, game performance or enjoyment of the digital literacy game. However, there were gender differences in participants’ description of their cognitive experiences, in the strategies they employed during gameplay, and their perceived learning outcomes. Results of this study challenged the literature in gender gap in observed digital literacy skills, and showed the significant differences in experiences and strategies employed by males and females to achieve similar scores. This study also proposed that helping females explore their cognitive game strategies may enhance sense of mastery and self-efficacy, and encourage females to engage in digital technologies in the future.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
The Challenge of Certification: Providing More Robust Assessments through GamesSeriousGamesAssoc
Share stories and techniques about certifications for learning game designers and for games as learning and assessment products. Join the discussion of the growing demand for games as assessment methods and as alternatives to traditional multiple-choice exams. Come discover the overlapping worlds of games and certifications.
Games and Gamification of College Course Content: Examples and Best PracticesKarl Kapp
This presentation starts with three "Do's" in terms of using games within a classroom and then provides a number of example games from a variety of disciplines.
A Theory of Gamification Principles Through Goal-Setting TheoryGustavo Tondello
Goal setting theory has been used for decades to explain how to motivate people to perform better in work related tasks, but more recently gamification has also gained attention as an alternative method to increase employee engagement and performance at work. However, despite goal setting and feedback being at the core of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal setting theory or suggesting how goal setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a conceptual framework that establishes a relationship between the goal setting concepts and gamification concepts and mechanisms. Next, we describe how this framework can help explain the mechanisms behind gamification and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
Controlling Adaptation in Affective Serious Gamesbbontchev
Managing the adaptation in affective serious
games is established mainly on the basis of player emotions.
Emotions can be recognized by analyzing physiological data and
facial expressions of the individual player. While physiological
data provide information about the measurement time, electrodermal
activity, pulse, temperature, neural activity, etc., facial
expressions are a source of data about the emotion extracted
from images. The presentation outlines s a general workflow of game
adaptation control in affective games applying emotional state,
game outcomes and efficiency, and playing style. It provides
preliminary results received by using clustering algorithms for
recognizing emotions from physiological data and by applying a
convolutional neural network using images to recognize
emotions from facial expressions.
What are the benefits and risks of playing computer, console and mobile games? What is "computer game addiction"? What every gamer needs to know about healthy habits? What can serious/competitive gamers do outside of the game to enhance their performance in it? What should health-care and education professionals teach to families about digital games and health?
(Note: references on the slides are intended as starting points to scientific literature; they are not comprehensive.)
Gamification seems to be all the rage in customer engagement, but does it really work for utilities? Is getting customers to participate in and recommend energy-efficiency programs all fun and games? Could Candy Crush hold the key to behavior change?
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
After being awarded a second-round of innovation funding from Department of Health and Human Services Idea Lab in 2014, three CDC colleagues along with game industry partners produced a game developer challenge event: CDC/HHS Health Game Jam 2014, which focused on HIV Prevention strategies.
This talk describes structure of the event, including recruitment of HHS subject matter experts and contest judging criteria. A follow-up population study among >100 Atlanta-area teens yielded positive results of playing the winning game.
We will show that the federally supported game developer challenges provide an effective means of producing game prototypes which have impact among selected populations.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Gamification Research: What the Numbers RevealKarl Kapp
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this Slideshow, we look at material prepared for submission to a peer-reviewed journal, highlighting correlational results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify.
These slides show correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform is examined.
-How gamification impacts learner engagement
-How gamification provides learning retention results
-Correlations between learner engagement in a gamification platform and on-the-job performance
-How gamification statistics confirm the use of gamification for learning
Turning Data into People: Perspectives on game addiction (Rune K. L. Nielsen)Karel Van Isacker
Turning Data into People: Perspectives on game addiction (Rune K. L. Nielsen)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
1. Acknowledgements, credits, or disclosures can go here.
Abstract
The Gamification of Cognitive Training:
Older Adults’ Perceptions of and Attitudes toward Digital Game-
Based Interventions
Anthony Zeng, Walter R. Boot, Dustin Souders, Neil Charness, Kenneth Blocker, Nelson Roque, Thomas
Vitale
Introduction
Discussion
Methods
55 participants (65 years of age or older)
Randomly assigned to Brain Training Games group or Control
Condition Games Group
• Brain Training Games were gamified version of
interventions with success in the literature
• “Wild West” theme
• Control Games were word and number puzzle games
Experimental and control interventions were tablet-based (Acer
Iconia A700 10 inch)
After training in the lab, participants were asked to take the game
home and play
• 7 sessions per week, 45 minutes per session, for 1 month
Diaries were kept to monitor adherence
Cognition assessed before and after 1 month of training (not the
main focus of the current poster)
After training, participants were surveyed about:
• Motivation to do well in the intervention
• Game Enjoyment
• Game Challenge
• Game Frustration
• Perceived benefits to cognition from gameplay
Perceptual and cognitive abilities decline with age 1
• These declines associated with difficulty performing important
everyday tasks 2
The extent to which these declines can be reduced or reversed has been
controversial
• Two “consensus statements” signed by many scientists came to the
exact opposition conclusion regarding the efficacy of brain training
3,4
• Some studies find that digital game experience can help boost
cognition5
A separate issue is related to using digital games to improve cognition of
older adults
• Digital games typically not designed for older adults
• Older adults have less experience with the technology
• The types of digital games older adults enjoy are very different from
the types of games that younger adults play
If these game are effective at improving cognition, how do we enhance
intervention adherence to digital game-based interventions
• A recent intervention involving older adults and digital games may
not have been successful in part because of low adherence 6
• Participant's asked to play 60 hours of a digital game at home
over three months, yet on average only played 20 hours
Current Study
What are the factors that best predict digital game intervention adherence
and intervention motivation in older adults?
• From models of technology adoption:
• Perceived benefits likely important in shaping adherence
• E.g., A belief that games can improve cognition
• From a previous study:
• Enjoyment
• Challenge
• Frustration
Study represented a secondary analysis of data collected as part of a
brain training intervention, both intervention and control group were
digital games
Brain Training Games Control Condition Games
Results
1. Park, D.C., & Schwarz, N. (Eds.) (2000).Cognitive aging: A primer. Philadelphia, PA:Psychology Press.
2. Ball K., Owsley C., Sloane M., Roenker D., Bruni J. (1993). Visual attention problems as a predictor of vehicle crashes in older drivers. Invest.
Ophthalmol. Vis. Sci. 34, 3110–3123.
3. http://longevity3.stanford.edu/blog/2014/10/15/the-consensus-on-the-brain-training-industry-from-the-scientific-community/
4. http://www.cognitivetrainingdata.org/
5. Green, C. S., & Bavelier, D. (2015). Action video game training for cognitive enhancement. Current Opinion in Behavioral Sciences, 4, 103-108.
6. Boot, W. R., Champion, M., Blakely, D. P., Wright, T., Souders, D. J., & Charness, N. (2013). Video games as a means to reduce age-related
cognitive decline: Attitudes, compliance, and effectiveness. Frontiers in Psychology, 4, 1-9.
Unfortunately older adults found the Brain Training
Games to be more frustrating and less enjoyable
compared to the Control Games (Figure 1)
• Perhaps not surprising, Control Games were
specifically designed for entertainment purposes
• Brain Training Games were designed to challenge,
push players outside of their comfort zone
Participants in the Brain Training Games condition perceived
their games as being less likely to improve cognition compared
to the Control Games
• Low perceived value may decrease adherence
• However, this is good news for the cognitive intervention
study
• If cognitive benefits are found for the Brain Training
Games group, they are unlikely due to differential
expectations between groups (placebo effect)
• Brain Training Group expected less improvement
• Adherence was high for both groups (>70% sessions
completed), and did not differ between groups.
Contrary to predictions, no perceptions or attitudes
predicted adherence.
• However, perceived benefits to cognition,
intervention enjoyment, frustration, and challenge
all predicted motivation to do well in the intervention
(Table 1)
• There was a trend for a positive relationship
between intervention motivation and adherence
(r = .24, p = .08)
Digital games should be enjoyable, not be frustrating to promote
game-based intervention motivation and adherence
• Unfortunately, brain training likely needs to be effortful (i.e.,
somewhat frustrating) for it to work
Perceived benefit should be emphasized to promote adherence
Future studies of adherence would benefit from a longer
intervention period (> 1 month) to increase adherence variability
Advertised as brain training games, game training applications claim to improve
cognitive ability (e.g., memory, reaction time). This claim has become controversial. A
separate issue, however, is how best to design these types of interventions, often
involving digital games, for older adults. This study evaluated the perceptions and
attitudes of older adults (ages 65+) as they played cognitively engaging games.
Participants played games (experimental or control games) on a tablet they took home
for one month. Their attitudes and perceptions of the games were evaluated using
surveys. Older adults were more drawn to familiar games (puzzle games) compared to
digital brain training games that have demonstrated some success in the literature.
The more engaging the game, and the more they perceived the games would be
beneficial to cognition, the more likely participants were to be motivated to play.