作为研究框架的认知训练游戏设计原则

Emmanuel Schmück, Rory Flemming, Paul Schrater, Pedro Cardoso-Leite
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引用次数: 2

摘要

动作电子游戏作为认知训练工具具有巨大的潜力,因为它们的数据收集效率高于标准测试,具有天然的动力,并且已经证明它们对认知的广泛方面有好处。然而,商业电子游戏不允许研究人员完全控制游戏的独特功能和参数,而目前可用的科学游戏违反了关键标准,通常缺乏吸引力,并且没有收集足够的数据来对游戏设计空间进行原则性探索。为了充分利用动作视频游戏的优势,促进对视频游戏和认知的系统、科学探索,我们提出了认知训练游戏框架(CTGF)。CTGF解决了我们认为对游戏化实验环境很重要的标准,如模块化、可访问性、适应性和多样性。通过提供收集大型数据集和在受控环境中系统地探索科学假设的潜力,由此产生的框架将为认知训练研究做出重大贡献。
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Principles underlying the design of a cognitive training game as a research framework
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.
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