Combining augmented cognition and gamification

3Citations
Citations of this article
59Readers
Mendeley users who have this article in their library.

Abstract

The strategic goal of augmented cognition is to increase task performance capacity by using physiological sensor feedback to adjust or modify the activity for the user. Gamification has been shown to increase performance by using certain combinations of game elements. Both augmented cognition and gamification address increased task performance capacity. Gamification adds to augmented cognition by directly addressing the motivation of the user to remain engaged in the activity. This has also been referred to as flow, or the optimal experience. This paper describes an example of a gamified activity in which the physiological sensors of augmented cognition are used to foster the optimal experience desired in gamification. Also, discussed is how the strategic goals of augmented cognition and gamification overlap through the use of a gamified example that describes how the components of augmented cognition and elements of gamification can be used together to better achieve the goal of increased task performance capacity. © 2013 Springer-Verlag Berlin Heidelberg.

References Powered by Scopus

From game design elements to gamefulness: Defining "gamification"

5974Citations
N/AReaders
Get full text

Cited by Powered by Scopus

Detecting task demand via an eye tracking machine learning system

62Citations
N/AReaders
Get full text

Early Use of Augmented Cognition for Online Learning Games in Hawai‘i

0Citations
N/AReaders
Get full text

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Cite

CITATION STYLE

APA

Ikehara, C. S., Crosby, M. E., & Silva, P. A. (2013). Combining augmented cognition and gamification. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8027 LNAI, pp. 676–684). https://doi.org/10.1007/978-3-642-39454-6_72

Readers' Seniority

Tooltip

PhD / Post grad / Masters / Doc 32

70%

Researcher 8

17%

Lecturer / Post doc 4

9%

Professor / Associate Prof. 2

4%

Readers' Discipline

Tooltip

Computer Science 12

34%

Social Sciences 10

29%

Psychology 7

20%

Business, Management and Accounting 6

17%

Save time finding and organizing research with Mendeley

Sign up for free