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1.
Sci Rep ; 14(1): 20657, 2024 09 04.
Artículo en Inglés | MEDLINE | ID: mdl-39232080

RESUMEN

Traditional conflict-based cognitive assessment tools are highly behaviorally restrictive, which prevents them from capturing the dynamic nature of human cognition, such as the tendency to make error-correcting responses. The cognitive game Tunnel Runner measures interference control, response inhibition, and response-rule switching in a less restrictive manner than traditional cognitive assessment tools by giving players movement control after an initial response and encouraging error-correcting responses. Nevertheless, error-correcting responses remain unused due to a limited understanding of what they measure and how to use them. To facilitate the use of error-correcting responses to measure and understand human cognition, we developed theoretically-grounded measures of error-correcting responses in Tunnel Runner and assessed whether they reflected the same cognitive functions measured via initial responses. Furthermore, we evaluated the measurement potential of error-correcting responses. We found that initial and error-correcting responses similarly reflected players' response inhibition and interference control, but not their response-rule switching. Furthermore, combining the two response types increased the reliability of interference control and response inhibition measurements. Lastly, error-correcting responses showed the potential to measure response inhibition on their own. Our results pave the way toward understanding and using post-decision change of mind data for cognitive measurement and other research and application contexts.


Asunto(s)
Cognición , Humanos , Cognición/fisiología , Masculino , Femenino , Adulto , Adulto Joven , Inhibición Psicológica
2.
Front Digit Health ; 4: 822933, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35585911

RESUMEN

Gaming is an important pastime for young people to relax, socialize and have fun, but also to be challenged, show creativity and work together to achieve goals. The design of games can have an impact on their behavior. With the changing revenue models of games, we see that game design is increasingly taking forms that do not always have a positive impact on children and may interfere with, or even violate, children's rights. This article examines how evolving revenue models of games impact user's behavior via game design. Behavioral design in games thus raises questions about children's rights to play and recreation, to health, to protection from economic exploitation and to data protection.

3.
Front Psychol ; 12: 767507, 2021.
Artículo en Inglés | MEDLINE | ID: mdl-34975656

RESUMEN

We describe the design and evaluation of a sub-clinical digital assessment tool that integrates digital biomarkers of depression. Based on three standard cognitive tasks (D2 Test of Attention, Delayed Matching to Sample Task, Spatial Working Memory Task) on which people with depression have been known to perform differently than a control group, we iteratively designed a digital assessment tool that could be deployed outside of laboratory contexts, in uncontrolled home environments on computer systems with widely varying system characteristics (e.g., displays resolution, input devices). We conducted two online studies, in which participants used the assessment tool in their own homes, and completed subjective questionnaires including the Patient Health Questionnaire (PHQ-9)-a standard self-report tool for assessing depression in clinical contexts. In a first study (n = 269), we demonstrate that each task can be used in isolation to significantly predict PHQ-9 scores. In a second study (n = 90), we replicate these results and further demonstrate that when used in combination, behavioral metrics from the three tasks significantly predicted PHQ-9 scores, even when taking into account demographic factors known to influence depression such as age and gender. A multiple regression model explained 34.4% of variance in PHQ-9 scores with behavioral metrics from each task providing unique and significant contributions to the prediction.

4.
J Pers ; 88(2): 373-390, 2020 04.
Artículo en Inglés | MEDLINE | ID: mdl-31257587

RESUMEN

OBJECTIVE: The present research examines the role of individual differences in self-regulation (i.e., demand-related action-state orientation) on initiative to resume an interrupted task. METHOD: In three studies (N1  = 208, 55% male, Mage  = 33.2; N2  = 457, 62% male, Mage  = 31.7; N3  = 210, 60% male, Mage  = 32.6), participants were notified about a network interruption while playing a computer game. Participants could dismiss the interrupting notification by clicking a continue button or wait until the notification timed out. We manipulated demand by presenting notifications during (demand) versus after game rounds (no demand). RESULTS: Demand-related action orientation was associated with higher probability to dismiss the notification during a game round, controlling for dismissal after a game round. Findings occurred when controlling for task ability and task motivation, were specific for demand- and not threat-related action orientation, were complemented by shorter dismissal latencies, and were stable across interruption timeouts (Studies 1-3). Exposure through repetition resulted in adaptation (Study 3). CONCLUSION: The findings suggest that people with lower action orientation have less self-regulatory ability to initiate goal-directed action and resume interrupted tasks-even if they are just a click away. Findings are discussed within the framework of Personality Systems Interactions theory.


Asunto(s)
Objetivos , Individualidad , Intención , Autocontrol , Análisis y Desempeño de Tareas , Adulto , Femenino , Humanos , Masculino
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