Unveiling the Impact of Multidimensional Gamification on Dual N-Back Task Performance: A Pilot Study Using aWeb-Based Cognitive Training Game
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The aim of this study is to investigate the effects of adding game effects (multidimensionality) to the traditional dual n-back game to determine whether working memory increases or stays the same and which version is more qualitatively enjoyable. A sample of 13 adults was collected between the ages of 25-60 (53% female and 47% male; 5 White, 3 Asian-American, 1 Asian, and 4 Indian). Participants played either the original or our version of the dual-n-back game, switching to the other after 10 days. Throughout the 15 day study, they filled out three surveys at different time points that detailed their enjoyment and opinions. Our results show that our gamified version was more qualitatively enjoyable and on par with the traditional dual-n-back game in terms of accuracy and reaction time except when switching platforms. Participants who played the gamified version first were able to adjust faster to the traditional game, as the traditional game had a lesser cognitive load than our gamified version.