Accepted for/Published in: JMIR Serious Games
Date Submitted: Nov 30, 2020
Open Peer Review Period: Nov 29, 2020 - Jan 24, 2021
Date Accepted: Feb 12, 2021
(closed for review but you can still tweet)
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Inhibitory Control Deficits in Overweight Participants are Preserved in a Gamified Stop-Signal Task
ABSTRACT
Background:
Gamification in mental health could increase training adherence, motivation, and transfer effects, but the external validity of gamified tasks is unclear. The present study documents that gamified task variants can show preserved associations between markers of behavioral deficits and health-related variables. We draw on the inhibitory control deficit in overweight populations to investigate effects of gamification on performance measures in a web-based experimental task.
Objective:
This study tested whether associations between inhibitory control and overweight were preserved in a gamified stop-signal task (SST).
Methods:
Two versions of an adaptive SST were developed and tested in an online experiment. Participants (n=111) were randomized to one of the two task variants and completed a series of questionnaires along with either the gamified SST or a conventional SST. Both variants drew on the identical core mechanics but the gamified variant included an additional narrative, graphical theme, scoring system with visual and emotional feedback, and the presence of a companion character. In both tasks, food and neutral low-poly stimuli had to be classified based on their color tone (go trials), but responses had to be withheld in 25% of the trials (stop-trials). Mean go reaction times and stop signal reaction times (SSRT) were analyzed as measures of performance and inhibitory control.
Results:
Participants in the gamified SST had longer reaction times (803±179 ms vs. 607±90 ms) and worse inhibitory control (SSRT: 383±109 ms vs. 297±45 ms). The association of BMI with inhibitory control was relatively small (r=.155, 95%-CI: .013-.290). Overweight participants had longer reaction times (752±217 ms vs. 672±137 ms) and SSRTs (363±116 ms vs. 326±77 ms). Gamification did not interact with the effect of overweight on mean performance or inhibitory control. There were no effects of gamification on mood and user experience, despite a negative effect on perceived efficiency.
Conclusions:
The detrimental effects of heightened body-mass index on inhibitory control were preserved in a gamified version of the stop signal task. Overall the effects of overweight were smaller than in previously published web-based and laboratory studies. Gamification elements can impact behavioral performance, but gamified tasks can still assess inhibitory control deficits. Although our results are promising, according validations may differ for other types of behavior, gamification, and health variables.
Citation
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Copyright
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