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Gamification #chi4good, CHI 2016, San Jose, CA, USA

Gamer Style: Performance Factors in Gamified Simulation


Surabhi Gupta Tim Coles Simon J McBride
University of Western Australia contact@timcoles.info DanaKai Bradford
Perth, Australia Cedric Dumas CSIRO, Brisbane, Australia
guptas09@student.uwa.edu.au Ecole des Mines de Nantes, Simon.McBride@csiro.au
cedric.dumas@mines-nantes.fr Dana.Bradford@csiro.au
ABSTRACT The ability of serious games to impart learning can be
Serious games and gamified simulations are increasingly measured in several ways (reviewed in [2]). Three types of
being used to aid instruction in technical disciplines primary assessment have been described specifically for
including the medical field. Assessments of player serious games [23], comprising completion assessment, in-
performance are important in understanding user profiles in process assessment and teacher assessment. Game
order to establish serious games as a reliable, consistent completion signifies that comprehension and learning have
method for increasing skills and competence in all trainees. occurred, as the player must interact with the material in the
In this study we used questionnaires, game characteristic game in order to progress. It is possible to learn how to beat
metrics and EEG analysis to explore players’ performance a game without learning the material, thus on its own,
in a bronchoscopy simulator. We found that players who completion assessment is an insufficient measure of game
performed better were younger, made fewer errors, were performance. In-process assessment complements
quicker and differed in spectral profile during game play. completion assessment by recording actions of the player
Our findings, while speculative, have implications for including time taken to complete the lesson and number of
training regimes in which gamified simulations are errors made. Together these assessments provide a strong
employed. We make suggestions for game design and for indication of knowledge acquisition through serious games.
tailoring training regimes to suit individual learning styles Teacher assessment adds less tangible factors gained
to enhance knowledge acquisition and retention. through observation of the student in action. Other factors
Author Keywords associated with enhanced learning include engagement and
Interactive learning environment; serious games; cognitive ‘flow’ – where the user experiences high levels of
load; electroencephalogram; EEG. enjoyment; and psycho-physiological states. Common tools
for subjective assessment of serious games include the
ACM Classification Keywords Game Engagement [6] and EGameFlow questionnaires
I.2.1 Computing methodologies: games. [11]. Psycho-physiological methods include facial
INTRODUCTION electromyography, to measure facial contractions associated
In an increasingly digital world, more disciplines are with positive and negative valence; cardiovascular activity,
turning to serious games and gamified simulation (where to measure heart beat and rate to detect attention and
game elements are used in non-game concepts [8]) to aid arousal; galvanic skin response, to measure activation of the
education. In healthcare, these are particularly useful, as sympathetic nervous system in response to arousal; and
they allow trainees to practice invasive procedures before electroencephalography (EEG), to measure cortical activity
performing them in a clinical setting. The effectiveness of associated with game play [2].
serious games and simulations in obtaining training In this study, we explored whether there were distinct
outcomes is largely unevaluated due to a lack of assessment features affecting players’ performance in a gamified
metrics [2]. One of the most important aspects of simulation that have the potential to impact training
assessment is user performance. Characterization of outcomes. We looked at player demographics including
players’ activity will allow for tailoring of training regimes age, self-reported explicit knowledge, game characteristics
to facilitate the best possible learning outcomes. including in-process and completion assessment, and
spectral analysis using the EPOC Emotiv EEG headset. We
Publication rights licensed to ACM. ACM acknowledges hypothesized that there would be a different spectral profile
that this contribution was authored or co-authored by an depending on player performance as measured through
employee, contractor or affiliate of a national government. level achievement, and that this difference would be evident
As such, the Government retains a nonexclusive, royalty- in game play characteristics. Our aim was to determine the
free right to publish or reproduce this article, or to allow factors associated with performance so that training could
others to do so, for Government purposes only. be modified to produce the best possible outcomes for all
trainees. We reflect on potential improvements to the game
CHI'16, May 07 - 12, 2016, San Jose, CA, USA
design and postulate how training regimes could be tailored
Copyright is held by the owner/author(s). Publication rights
licensed to ACM.
to accommodate player differences in knowledge
ACM 978-1-4503-3362-7/16/05…$15.00 acquisition through game play.
DOI: http://dx.doi.org/10.1145/2858036.2858461
2014
Gamification #chi4good, CHI 2016, San Jose, CA, USA

Related works that both epileptic and healthy control subjects show task
Cortical mapping related increases in frontal midline theta activity with
Cortical mapping refers to the recording of activity in the associated decreases in alpha activity, further supporting a
surface areas (cortex) of the brain. Electrical activity occurs relationship between increased theta and decreased alpha
at different frequencies and is thought to indicate brain activity in mental effort. Due to a concern that youths spend
behaviors associated with the different lobes of the brain, long hours playing video games, one study looked at spatio-
frontal, parietal, temporal and occipital. The frontal cortex spectral mapping during extended video game play,
regulates high order processing and motor functions, the specifically exploring frontal midline theta activity
parietal lobe is involved with somatosensory functions, and associated with mental effort [15]. Length of game play was
the temporal and occipital lobes control audio and visual found to be correlated with increasing frontal theta wave
functions respectively. Alpha signals (7-13Hz) are typical activity, suggesting that extended game play requires more,
of a relaxed waking state [18]. Beta frequencies are quite rather than less, cognitive input. Furthermore, their results
fast at 13-25Hz and signal intense mental activity. They are suggest that theta activity is higher during strategy games
more prominent over frontal and parietal regions and there than competitive games. As serious games usually involve
is some evidence to suggest that beta activity mediates some form of strategy, it would be expected that serious
motor activity, with faster response times predicted by game play would result in increased theta activity.
higher beta activity [27]. The slow delta rhythms (0-4Hz) Accordingly, increases in frontal midline theta activity and
are often large in amplitude but tend to be related to deep associated decrease in alpha activity have been found in
sleep, especially rapid eye movement (REM) sleep. Theta serious game progression [7, 31]. These studies have all
activity (4-7Hz) is also associated with sleep, however concentrated on the relationship between theta and alpha
several studies have found increased frontal theta activity activity, but have not conducted full cortical mapping of all
correlated with working memory tasks [7, 13, 15, 24, 31]. frequencies during serious games.

Many of the studies employing EEG based assessment of Serious games and gamified simulations for healthcare
video game play in the healthcare field are based on a Serious games and gamified simulations are employed in a
seminal study exploring EEG mapping of cortical activity variety of fields, but appear to be particularly effective in
during a working memory task [13]. This study healthcare for both patients and practitioners. A 2013
convincingly demonstrated increases in theta activity across review of serious games for health found over 100 games
the frontal midline area of the brain. This is the area [34], some of which were found to influence positive health
involved in problem solving, planning and aspects of behavior (reviewed in [2]). A 2012 review of serious games
working memory including attention. Where theta activity for training medical professionals found 30 available
was increased, alpha signals decreased. This led the games, 17 of which were designed specifically for training
researchers to postulate that frontal midline theta activity and 13 commercial games that facilitated the development
was related to mental effort, and that attenuation of alpha of skills useful for medical staff [14]. Most of the games
signals freed cortical resources for increased task difficulty, designed specifically for training were developed for team
as described in earlier research [26]. Their findings are training in acute care and triage, while two were developed
further supported by their observation that alpha activity for specific surgeries (coronary bypass and knee
increases with practice, suggesting that fewer cortical restructure). Commercial games facilitated psychomotor
resources are required following knowledge acquisition. skills useful for performing laparoscopies. Since this
review, more serious training games have been developed
A review of functional magnetic resonance imaging studies for specific procedures (for example [19]) including two
reported that activation of the parietal lobes is consistently training simulators designed by CSIRO, one for
associated with memory retrieval [33]. This review colonoscopies and one for bronchoscopies.
complements previous EEG studies showing a role for the
METHODOLOGY
parietal lobe in event recollection [26]. Recently, theta
This study used questionnaires, game play characteristics
activity in the temporal lobe was demonstrated to be
and spectral analysis to explore features of players’
associated with autobiographical memories with detailed
performance in a gamified simulation that have the
visual imagery [12].
potential to impact training outcomes. Approval was
Video game assessment using EEG obtained from the CSIRO Animal Food and Health
As video games are thought to rely on working memory for Sciences Human Research Ethics Committee: Low Risk
the acquisition of knowledge to allow game advancement Review Panel (23/2013).
through level progression, frontal midline theta activity has
Participants
been explored in clinical and recreational populations.
Participants (N=15) were recruited from staff at the
Mental effort related EEG activity has been used to
Australian eHealth Research Centre through email
elucidate whether video games trigger abnormal neural
invitation. Inclusion criteria included minimum age of 22
responses in adolescents subject to seizures compared to
(the corpus callosum, the tract joining the hemispheres, and
healthy aged matched participants [24]. Here it was found
the last tract to fully develop in the human brain, is mature

2015
Gamification #chi4good, CHI 2016, San Jose, CA, USA

in the majority of people by age 22 [20]); limited (RB1 and RB2). The target bronchi, next in the traversal
knowledge of lung anatomy and bronchoscopies; and order, is underlined. Visited bronchi, those the user has
normal or corrected-to-normal vision. Males were already traversed are also indicated for the user. In
overrepresented (n=12, 80%), which is consistent with the transitioning to level two (Figure 1C), names of individual
proportion of men (82%) who work as respiratory and sleep bronchi are removed, including target and visited bronchi,
medicine clinicians (thoracic departments) in Australia and the trainee is guided only by the overarching
[16]. Most participants were in their 30s or 40s (M=38.4, navigational information. In level three (Figure 1D), no
range 22-50, one participant did not disclose age), with post information is provided and the trainee must navigate the
graduate qualifications (n=11, 73%). Participants answered bronchial tree in the correct order without being guided by
a brief questionnaire on self-ratings of information directional or ordinal cues.
technology (IT) skills and knowledge of anatomy (score out
To advance the simulated bronchoscope further into the
of 10 where 1=no knowledge and 10=familiar working
lung the user moved the mouse pointer onto and left-clicked
knowledge); whether they wore glasses; and had used
target bronchi. Bronchoscope retraction was achieved by
virtual simulators or bronchial simulators (yes/no).
pressing the space bar.
Equipment
EPOC EMOTIV EEG headset
Bronchoscopy simulator While traditional EEG devices are complex, expensive and
The gamified simulation used was a bronchoscopy require specialist technicians, the Emotiv headset is a
simulator. A bronchoscopy is a highly invasive medical relatively cheap, compact device that is easy to set up and
procedure in which a thin tube tipped with a light source comparatively comfortable. The Emotiv headset was
and camera is passed through the mouth and trachea to designed as a brain-computer interface for gaming, however
perform an endoscopic examination of the lungs it has been employed for a number of research activities
Bronchoscopies are used to directly observe the branches including the assessment of psychological and cognitive
and nodes (bronchi) of the lung for a number of pathologies states (reviewed in [22]).
and conditions. Due to the complicated morphology of
bronchial branching, extensive training is required to ensure Participants used the simulator running on a desktop PC
the entirety of the lung anatomy is traversed. Such training activated via a mouse and keyboard while wearing the
is beneficial for patient care and reduces the time spent Emotiv wireless EEG headset (http://emotiv.com/eeg/). The
performing this invasive procedure. Historically, trainees headset recorded 14 channels at 128Hz across frontal (left
have learned this procedure through books, training videos AF3, F3, F7, FC5; right AF4, F4, F8, FC6), temporal (left
or observing experts undertake a procedure. With rapidly T7; right T8), parietal (left P7; right P8) and occipital (left
changing technologies, these methods are time consuming O1; right O2) lobes, with bi-polar reference nodes (CMS,
and do not instill high confidence levels in the trainees. DRI) using the international 10-20 system (Figure 1).
Procedure
CSIRO’s low fidelity, ‘part task’ bronchoscopy simulator
Prospective participants attended a brief overview of the
(Figure 1) was designed for novice trainees when learning
project where consent forms, participant information sheets
the Ikeda nomenclature [17] for lung bronchial tree naming
and interview questionnaires were completed. Eligible
and navigation to enhance knowledge of lung anatomy and
participants were appointed scheduled times for
improve efficacy of bronchoscopic navigation [9]. The
participation in the study, consisting of one Tuesday and
simulator includes a number of game elements including
one Friday session (four days apart). Due to the number of
increasingly difficult levels, task achievement to advance
participants, experiments spanned three weeks.
through levels, return to start for error. Game metrics
include level times and number of errors. To ensure the user The first session, on Tuesday, comprised fitting the Emotiv
experience mimics a real bronchoscopy, visual game EEG headset and describing the controls of the
elements are kept to a minimum (see [29]). Bronchoscopy simulator. Spectral data was recorded from
the start of the game play until all three levels were
Three simulator levels provided users with increasing levels
completed with three consecutive error-free traversals or 20
of difficulty by reducing the number of navigational cues
failed attempts were made in any of the three levels. The
visible on the screen. Figure 1A shows the start point for
second session, on the following Friday, consisted of a
the simulation, a low fidelity depiction of a bronchoscope
refresher of the controls and then a retrial of the highest
camera after passing the trachea. Figure 1B depicts the
level completed in their first session and again spectral data
bronchoscope image after entering (traversing) the right
was recorded. Participants had the option of removal of the
main bronchus, with the apical (RB1) and posterior (RB2),
Emotiv EEG headset every 15 minutes if the headset felt
sublobar lung segments visible. Cues visible during
uncomfortable. In order to explore features of performance,
traversal when the simulator is in level one (the least
high performing participants (those who achieved level
difficult mode) (Figure 1B) include overarching
three in session 1) were separated from low performing
navigational information provided around the diameter of
participants (those who achieved level two in Session 1).
the trachea, bronchi names floating in the bronchi lumen

2016
Gamification #chi4good, CHI 2016, San Jose, CA, USA

Figure 1. The bronchoscopy simulator facilitates learning lung anatomy and nomenclature in bronchoscopy trainees, providing less
navigational information with each level. The simulator is using a computer with keyboard and mouse while wearing Emotiv
headsets, that recorded EEG activity from 14 points across frontal (left AF3, F3, F7, FC5; right AF4, F4, F8, FC6), temporal (left
T7; right T8), parietal (left P7; right P8) and occipital (left O1; right O2) lobes, with two bi-polar reference nodes (CMS, DRI).

Data acquisition and analysis RESULTS


Emotiv’s Test Bench software was used to record the EEG Participants reported themselves to be in the upper levels of
signals. The EEG signal data from each participant was IT literacy, with low levels of anatomical knowledge, little
coded for game completion characteristics and and exported previous experience with virtual simulators, and no
for spectral analysis. No data was lost due to connectivity experience with bronchial simulators (Table 1). Participants
issues. Data analysis was performed using SPSS V20 and were divided into two groups based on performance in the
MathWorks Matlab. Game completion features were first session. These are referred to as Group L2 (those who
analysed in SPSS V20 using independent t-tests. Where reached level two in Session 1) and Group L3 (those who
underlying assumptions of normality were not met, non- reached level three in Session 1). These groups were then
parametric (Mann-Whitney) tests were used. The four step compared on game characteristics and in the spectral
spectral analysis was undertaken in MATLAB using the analysis. Session 2 data was not available for one
package EEGlab. Initially, movement artifacts were participant due to attrition.
removed 33], then an infinite impulse response filter was
Game characteristics differed between groups
used to remove the DC offset (4200uV). The signal
received from the EEG, in voltage, changes against time for Level achievement is independent of self reported skill base
each of the channels. The signal was converted to frequency In the first session, all participants completed level one and
using fast Fourier transformation (FFT) and a hamming seven (48%) went on to complete level two. Of these seven,
window to emphasize the middle of the signal over the all completed level three as well, and all but one did so in
edge. From log values of the powers generated in the FFT, the minimum of three attempts (three consecutive error-free
average bandwidths were extracted corresponding to alpha attempts are required to pass the level). These participants
(7–13Hz), beta (13–25Hz), delta (0–4Hz) and theta (4– constituted Group L3. Based on self-ratings (1= no
7Hz). knowledge, 10= functional working knowledge, Group L3
did not have greater knowledge of anatomy (M=4.13) than
Model Analysis – Generalised Estimating Equations Group L2 (M=3.71) (t(13)=0.323, p=0.75(ns) two-tailed).
The method of generalised estimating equations [21] was Self reported skills in IT were also not related to level
used to compare between lobes, hemispheres, frequency achievement, Group L3 reported similar IT self ratings
bandwidths and levels whilst accounting for multiple (M=7.71) to Group L2 (M=8.88) (t(13)=1.47, p=0.16 (ns)
measurements from the same participant. We used the two-tailed). Of the Group L3 participants, one was familiar
exchangeable correlation (Wald Chi square). To safeguard with virtual simulators, compared to three in Group L2.
against misspecification, robust estimators were used.

2017
Gamification #chi4good, CHI 2016, San Jose, CA, USA

Group L2 Group L3 traversal attempts or average length of completed traversals.


Attained level two Attained level three Group L2 had a similar number of error-free traversals
(53%) compared to Group L3 (61%) (Table 2), and all
(n=8*) (n=7)
participants completed level one after few errors (M=7.9
Gender Male=6; Female=2 Male=6; Female=1 traversals including the three consecutive error-free
44.3 (35–50) 32.4 (22–45) traversals required to move to the next level). Level one
Agea game play however, was not indicative of success in more
sd 5.65 sd 7.56
difficult levels. One participant, for example, was the sole
Glasses Yes=5 Yes=3 participant to complete level one in the minimum of three
PostGrad Yes=6 (75%) Yes=5 (71%) consecutive error free traversals, but only completed two
non-consecutive error free traversals in 20 attempts at level
a
Skills two, and hence did not proceed to level three. Level two
-IT 8.9 (6–10/10) 7.7 (6–10/10) posed a greater challenge for more than half the
participants, with only seven participants transitioning to
-anatomy 4.13 (1–10/10) 3.7 (2–8/10) level three during Session 1.
Simulator Of the eight participants in Group L2, five did not complete
-virtual Yes=3 (38%) Yes=1 (14%) a single error-free traversal of level two, and no participants
completed two consecutive error-free traversals during
-bronchial Yes=0 Yes=0 Session 1. In fact, only 4% of level two traversals were
* Session 2 spectral data unavailable for one participant error-free compared to 48% in Group L3. This suggests
a. Mean (range); sd standard deviation that, for Group L2, the step from level one to level two (i.e.
Table 1: Participant characteristics. removal of bronchi names) was too great a reduction in
navigational information for successful traversal of the
complete bronchial tree. Due to the number of errors made,
Level achievement is age dependent median level two completion times in Session 1 differed
While there were no differences in any of the explicit significantly between Group L2 (median 1328.31s) and
knowledge measures, participants with different levels of Group L3 (median 732.96s) (Mann–Whitney U=9.00, n1=8,
achievement did differ in age. Across all participants, age n2=7, p<0.028, two tailed). On average, those in Group L2
distribution was approximately normal, with an average of (M=1366.67s) took 1.5 times as long to complete level two
38.6 (range 22–49). Participants in Group L3 were, on (i.e. navigate 20 unsuccessful attempts) as it took those in
average, significantly younger (M=32.43 years) than those Group L3 (M=881.76) to complete level two (ie three
in Group L2 (M=44.29) (t(13)=3.078, p=0.01). Overall, consecutive error-free traversals) (Table 2).
lower aged participants performed at a higher level.
Groups differed in number of errors across sessions
Differences in duration of traversals and level completion In the second session, participants began from the highest
Each time an error was made, the participant had to restart level they had achieved in Session 1. For the most part, the
the level; hence number of errors is equal to number of findings from Session 1 were replicated in Session 2. Error-
traversals minus one. Three consecutive error-free free traversals were rare in Group L2 (12%) compared to
traversals of the level in under 20 attempts were required to Group L3 (75%). Despite performing poorly compared to
move to the next level, without time constraints. Of the Group L3, Group L2 did show some improvement across
three levels in the bronchoscopy simulator, level one was sessions. Participants in Group L2 had significantly fewer
the most time consuming per attempt and level two required errors in Session 2 (M=15.57) than in Session 1 (M=20)
the greatest number of attempts and hence the longest time (D=4.43, t(6)=9.0, p=0.001). This shows that some
for level completion, with level three conducted most navigational learning had occurred during game play, but
efficiently. The median time for completed traversal on average, it was insufficient for level completion.
(navigation of the level without error) for all participants
For participants in Group L3, there was no significant
significantly reduced between Session 1 (median=127s) and
difference in error rate between Session 1 (M=3.57) and
Session 2 (median=113.51s) (Mann–Whitney U=1166.0,
Session 2 (M=4) (D=-0.43, t(6)= 0.62, p=0.55, ns). Given
n1=15, n2=14, p<0.0001, two tailed). This reduction in time
that a minimum of three error free traversals is required for
to complete level traversals indicates that all participants
level completion, this mean represents a ceiling effect for
had effectively acquired and retained some knowledge of
this group. Six of the seven participants in this group (86%)
lung anatomy during the gamified simulation.
completed level three in Session 2 in the minimum three
When the groups were separated, marked differences in error-free traversals. For these participants, a single session
level completion only became apparent after the first level. was sufficient to acquire and retain enough navigational and
Level one was an equal playing field, with no significant bronchial information to traverse the level four days later
differences in number of traversals, average length of without error.

2018
Gamification #chi4good, CHI 2016, San Jose, CA, USA

Group L2 Group L3 three, more graduated steps in level difficulty may be


required. For Group L2 overall, additional sessions would
Session 1
have been required to complete all levels in the
Level 1 error- 36 of 37 attempts 32 of 52 bronchoscopy simulator.
free traversals (53%) attempts (61%) Summary of game characteristics
Mean 8.375 7.43 Participants were divided into two groups based on level
traversals achievement in the first session. On average, those in Group
L2 were older, had significant differences in error rates
Mean level 915.50s 776.29s between sessions, were consistently slower at individual
completion traversals and were significantly slower at whole level
time completion than those in Group L3. As these findings have
Level 2 error- 7 of 160 attempts 31 of 65 implications for training mature aged staff with new serious
free traversals (4%) attempts (48%) game and simulator technologies, we were interested to
explore the neural correlates of game play and the
Mean 20 9.29 differences between the groups.
traversals
Spectral analysis differed between groups
Mean level 2 1366.67s 881.76s In order to explore the spectral profile associated with
completion performance evident in game characteristics, we conducted
time several comparisons to explore activity in different brain
Mean level 3 n/a 376.63s regions between the groups, levels and sessions. These are
completion summarized in Table 3, and the four analyses are detailed in
time the following pages.
Interhemispheric differences only found in Group L3
Session 2 (Re-navigate highest level achieved)
We first wanted to determine if one side of the brain was
Group L2 level 2 Group L3 level 3 more active during game play than the other. Neuroimaging
studies have found that the left hemisphere is more active
Error free 13 of 109 attempts 21 of 28
during verbal or text related tasks, while the right
traversals (12%) attempts (75%)
hemisphere is dominant for visuo-spatial tasks [30]. The
Mean 15.57 4 bronschoscopy simulator has both textual and spatial
traversals guidance cues so we were interested to see if there were
interhemispheric differences associated with game play. To
Mean level 1115.28s 453.26s
explore this, we compared activation in left and right
completion
hemispheres for each frequency. No significant differences
Table 2: Summary of traversal metrics for Group L2 and were found for delta or theta activation. For alpha
Group L3 in Session 1 and Session 2. frequencies, activation of the left hemisphere was
significantly greater than the right (Wald Chi square
(1)=65.716, p<0.001, β=1.584, CI 95% (1.201,1.967)). We
Knowledge retention described earlier that attenuation of alpha activity could
The within-group differences in number of errors and the indicate freeing of cortical resources [28]. Therefore, the
time to complete the level between sessions gives us insight reduction of alpha activity in the right hemisphere could be
into how well lung anatomy knowledge acquired in Session freeing resources for visuo-spatial attention. If this is the
1 was retained in Session 2. Reaching level three in Session case, we would also expect to see increased activation in
1 demonstrated that knowledge acquisition was high for frequencies indicating intense mental activity. This was
Group L3. For this group, knowledge retention was also supported by significantly higher beta frequencies in the
high, evidenced by similar level completion times and right hemisphere (Wald Chi square (1)=9.823, p=0.002,
traversals required to complete level three in Session 1 β=0.816, CI 95%=(0.306,1.326)). Beta activation is thought
(M=376.63s, M=3.57, respectively) and repeat this level in to be associated with increased concentration in goal
Session 2 (M=453.26s, M=4, respectively). For those who oriented tasks and has been shown to be correlated with
only reached level two in Session 1 (Group L2), the decreased response times [27]. Together these findings
acquisition of some navigational knowledge across sessions suggest that activity in the right hemisphere was modulated
was seen in a reduction in both number of traversals (M=20 to attend to visuo-spatial tasks by reducing alpha activity to
down to M=15.57) and a concordant reduction in mean allow for an increase in beta activity.
level completion times from 1366.67s to 1115.28s,
however, there were still three participants who did not
complete the level (20 unsuccessful attempts). For these

2019
Gamification #chi4good, CHI 2016, San Jose, CA, USA

Brain region Comparison Rationale Knowledge sought


Left and right The left hemisphere is more active during verbal or Are hemispheric differences
hemisphere in text related tasks, while the right hemisphere is apparent in game play?
both sessions. dominant for visuo-spatial tasks [30].

Frontal midline Several studies have correlated frontal midline theta Is level complexity reflected in
theta Session 1 activity with task complexity [13, 15, 24, 31]. frontal midline theta activity?

Posterior theta The parietal and temporal lobes are associated with Do groups differ in memory
in both groups recall of events [33] and autobiographical memories recall?
[12], respectively.
Fronto-parietal Beta activity across the fronto-parietal regions is Does beta activity vary across
beta across thought to facilitate motor behavior, and is sessions?
sessions correlated with decreased response times [27].

Table 3: Summary of comparisons undertaken in the EEG spectral analysis (see Fig. 1 for electrode composition).

This shows that there are hemispheric differences in game While this trend did not reach significance, it reflects the
play, but only for Group L3. No significant complexity of level two compared to level one and level
interhemispheric differences were found in Group L2 three. This trend is supported by our findings in the game
(Wald Chi square (1)=0.400, p=0.527, β=0.245, CI 95%=(- characteristics where an increased number of errors
0.513,1.002)). (traversals), and hence longest level completion times, were
recorded for level two.
To determine if this activation pattern was consistent across
sessions for Group L3 participants we compared
hemispheric activation in Sessions 1 and 2.We found a
significant interaction between Session and Hemisphere for
alpha activity (Wald Chi square (1)=7.255, p=0.007, β=-
1.182, CI 95% (-2.043,-0.322)), where alpha activity was
most attenuated in the right (rather than the left) hemisphere
in Session 2 (compared to Session 1). This is consistent
with an increased requirement for visuo-spatial cortical
resources to navigate the level on spatial cues alone in the
absence of nomenclature guides.
Within group differences in frontal midline theta activity
The frontal midline area of the brain is involved in problem
solving and planning, and particularly planning of motor
activity. It is also the area of the brain that directs attention
to relevant information while suppressing inappropriate
responses. We described earlier previous research that
found increasing frontal midline theta activity associated
with increased task complexity [13], and this finding has
been replicated in recreational video games [15, 24] and
simulation tasks [31]. We were therefore interested to see if
activity increased in this area of the brain during navigation
of the bronchoscopy simulator. The frontal midline area
corresponds to electrodes F3 and F4 (Figure 1, Table 3).
We compared activity in this area for each group to gauge
increasing task complexity across the levels of the game in
Session 1. For Group L2, no differences in frontal midline Figure 2: A trend toward an increase in frontal midline theta
theta activity were found between level one and level two. activity in both left (F3) and right (F4) hemispheres (reflecting
For Group L3, a trend toward increased frontal midline increased complexity) was found in level two for Group L3
theta activity was observed during level two of the three (those who completed all three levels in Session 1).
levels played (Figure 2).

2020
Gamification #chi4good, CHI 2016, San Jose, CA, USA

Groups differ in posterior theta activity Frontal-parietal beta activity increased in Group L3
The learning of tasks relies on working memory, which One last area of interest for us was the fronto-parietal
involves a network of brain activity including the frontal region. The frontal lobe houses the motor cortex while the
midline areas previously mentioned. This network extends parietal lobe houses the somatosensory cortex. This region
into parietal and temporo-parietal cortices [11]. We would therefore co-ordinates motor responses to perceived stimuli.
therefore expect to see some increased activation in the Beta activity across the fronto-parietal regions is thought to
parietal lobes during game play. In this study we found facilitate motor behavior, and as noted earlier, is correlated
increased theta activity in the parietal lobes in both groups. with decreased response times (faster response times are
What was most intriguing was a significant interaction predicted by higher beta activity [27]). As Group L3 had
between Session and Level achieved (Wald Chi square consistently fast level traversal and completion times, and a
=9.296, p=0.002, β=4.164 CI 95% (1.487,6.842)) (Figure high level of accuracy in Session 2 (Table 2), we were
3). For participants in Group L2, average theta activity in interested to see if there were neural correlates for this
the parietal lobe for Session 1 was significantly higher than behavior. For Group L3 a significant interaction between
in Session 2 (Wald Chi square = 4.823 p=0.028, β=2.266 CI Session and Frequency was found for both frontal (Wald
95% (0.244, 4.823)). Conversely, for participants in Group Chi square=5.429, p=0.020, β=-0.669, CI 95% (-1.233,-
L3, average theta activity in the parietal lobe for Session 2 0.106)) and parietal (Wald chi square = 11.328 p=0.001,
was significantly higher than in Session 1 (Wald Chi square β=-2.006, CI 95% = (-3.178, -0.833)) lobes, where beta
= 4.500 p=0.034, β=-1.898, CI 95% (-3.652,-0.144)). activation in Session 2 was significantly higher than in
Activity in the parietal lobe is particularly associated with Session 1. This finding, together with increased right
episodic memory retrieval, including recall of personal hemisphere activity (see above) is in accordance with
events and experiences [33]. This activity could also be previous studies [27]. Group L2 also showed a significant
explained by the role of the parietal lobe in visuomotor interaction between level and frequency for beta activation
transformations for actions of the hand [10]. (Wald chi square = 3.969, p=0.046, β=1.501, CI 95% =
(0.024, 2.977)), with increased beta activity in Session 1.
During our analysis it was revealed that in addition to
However, the increase was limited to the parietal lobes, and
increased theta activity in the parietal lobe in Session 1,
therefore did not involve the motor cortex. This shows that
those in Group L2 also had significantly higher theta
beta activity does vary across sessions and may underpin
activity in the temporal lobe in Session 1 than in Session 2
speed and accuracy.
(Wald chi square = 4.515, p=0.034, β=3.835, CI 95%
(0.298,7.372)). Temporal lobe theta activation has been Summary of spectral profiles
shown to be associated with recall of autobiographical For Group L3, theta activation was higher in Session 1 than
memories [12]. This could indicate the groups do differ in in Session 2, and frontal midline theta activity was highest
memory recall. during level two in Session 1. During the Session 2, Group
L3 had greater activation in the right hemisphere, and
These findings are particularly interesting. Taken together increased beta activity in the frontal and parietal lobes. The
one speculative explanation could be that during Session 1, spectral profile of Group L3 suggests that they relied most
participants in Group L2 drew on previous autobiographical on visuo-spatial cues, and expended the most mental effort
schema to assist in learning the material in the gamified on level two in Session 1. The increased activity in Session
simulation, and hence parietal and temporal lobes were 2 suggests they drew on memory to coordinate a high level
activated; whereas participants in Group L3 relied more of accuracy. For Group L2, theta and beta activation was
heavily on recall in Session 2, potentially of the material higher in Session 1 in temporal and parietal lobes, which
gleaned in Session 1. These variations in the neural may suggest an attempt to draw on existing schema. While
approach to Session 1 could explain the performance more studies would be required to elucidate less speculative
differences between the groups. interpretations, these spectral profiles clearly demonstrate
group differences in processing game features.

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Gamification #chi4good, CHI 2016, San Jose, CA, USA

Figure 3: Spectral profile measured in log power for those participants who reached level two (Group L2) and those who reached
level three (Group L3) for Sessions 1 and 2. The profiles differed within groups between sessions and between groups. Asterisks
represent significantly higher activity within groups between sessions. A significant interaction between level and session was found
where Group L2 had greater activation in Session 1 compared to Session 2, and Group L3 had greater activation in Session 2
compared to Session 1 (0–4Hz delta, 4–7Hz theta, 7–13Hz alpha, 13–25Hz beta).
DISCUSSION research supports recent evidence of age-related slowing of
In this study we found that age influenced player reaction times within a video game scenario [32], and is in
performance, with younger participants demonstrating accord with traditional studies of age related declines in
greater knowledge acquisition through level progression task performance (for example [6]). As such, our findings
and completion assessment. On average, older participants have significant real-world implications. A study of the
made more errors, were consistently slower at individual cardiothoracic workforce in Australia found that only 1.9%
traversals and were significantly slower at whole level of cardiothoracic surgeons was aged less than 35 years [1].
completion than younger participants. Our EEG analysis This places trainee surgeons in the age overlap between
revealed differing spectral profiles that may account for Group L2 and Group L3, where the greatest variation in
variations in player performance. knowledge acquisition through gamified simulation is likely
One interpretation of spectral profiles is that performance in to be observed.
Group L3 was characterized by a reliance on visuo-spatial In 2015, the age of 35 is pivotal in our digital era as it
cues and potentially recall of Session 1 material to facilitate distinguishes digital natives, those born after 1980, from
completion of Session 2. In contrast Group L2 may have digital immigrants [25]. Digital natives have been raised,
attempted to draw on existing autobiographical schema to and are now being born, in a sea of technology, surrounded
facilitate game progress. Differences, however, could also by all the gadgets of the digital age. Their education is
be due to procedural or recognition memory. provided in a completely different language, and as a result
To our knowledge, this is the only assessment of knowledge they think differently, and process information in ways that
acquisition and spectral mapping during gamified are functionally different to digital immigrants [25]. We
simulation play involving a bronchoscopy simulator, and found it interesting, but not altogether surprising, that the
the first study to demonstrate age related differences in age difference we noted in level achievement hinged on this
medical training game characteristics and performance. Our digital divide. While there were a couple of digital
immigrants in Group L3, the group was predominantly

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Gamification #chi4good, CHI 2016, San Jose, CA, USA

composed of digital natives, whereas all Group L2 level three is completed with ease, and that this information
participants were digital immigrants in the age range 35–50. is retained at least in the short term. Therefore, this minor
The three participants who did not complete level two were change to the game design may have the potential to
at the upper end of this range. As serious games provide a significantly improve game performance for digital
digital form of knowledge acquisition, in the ‘language’ of immigrants.
digital natives, it is possible that digital immigrants will
Training regimes
struggle to acquire knowledge through this mechanism. The findings from this study indicate that simply extending
In support of this assertion, completion assessment [23], timeframes for training regimes would not be helpful for
(whether a player successfully completes the game) is often those players who had trouble transitioning to level two. In
used as a simple indicator that the player sufficiently this study there were no time limits, the only limitation was
understands the subject matter. In our study, the eight 20 attempts at each level. Therefore, more training sessions,
participants in Group L2 did not complete the game in the rather than longer training sessions, would be most
two sessions provided, and three of these did not even beneficial. Alternatively, relaxing allowable error, by
complete level two, indicating that learning of the game increasing number of attempts, may facilitate learning.
material did not occur during the study paradigm. Future work
While digital immigrants may have difficulty learning The spectral analysis conducted in this study demonstrated
through serious games, preliminary evidence suggests that that Group L2 had a different spectral profile to Group L3.
serious games do enhance training outcomes for digital Whether this profile is related to the divide between digital
natives. A study of three serious games conducted with immigrants and natives would need to be explored in
college students (born after 1980) demonstrated mutually exclusive groups. Neural differences in
significantly better test scores for students who learned information processing are already being postulated for
using serious games compared to those who learned such functions as attention and memory [25], which both
through traditional instruction [4]. play a role in learning. Extending studies to knowledge
acquisition during serious games has the potential to
We have not found any studies that compare serious game provide greater insights into the applicability of serious
or simulation performance in digital natives and digital games in industries dominated by mature aged workers.
immigrants. Our findings suggest that knowledge
acquisition through existing serious games (and particularly CONCLUSION
those designed by digital natives) could be more suited to In this study, we found there were distinct features affecting
digital natives. One of the key findings in a review of players’ performance in a gamified simulation that have the
performance assessment in serious games is the importance potential to impact training outcomes, particularly for older
of scheduling of contents provided to the player [2]. participants. Our hypothesis that there would be a different
Therefore, the design of serious games needs to take into spectral profile depending on player performance, as
account personalization of player profiles, including age, measured through level achievement, was confirmed and
and structure the knowledge space accordingly. we found that this difference was evident in game play
characteristics, including number of errors and time to
Adaptations to improve knowledge acquisition complete traversals and therefore levels. We speculated that
Game design the effect of these factors on performance could be
All participants were able to navigate level one of the mitigated by minor step-wise changes to the game design
bronchoscopy simulator with ease, as would be expected and extending training regimes in order to produce the best
given the number of navigational and nomenclature possible outcomes for all trainees. Our novel findings are
guidance cues. More than 50% of the attempted traversals relevant for disciplines considering training through
were successful (error-free) and, on average, it took less gamified simulation and serious games. Inclusion of
than 15 minutes for participants to complete the level with features to accommodate age related profiles could allow all
three consecutive error-free traversals. The difficulty for players to execute serious games in gamer style.
Group L2 arose in the transition to level two. Here the
successful traversal rate dropped to less than 5%. There
were simply insufficient guidance cues to navigate the
bronchial tree in the correct order without error. For ACKNOWLEDGMENTS
participants who obtain low success rates in the We would like to thank all the participants who generously
bronchoscopy simulator, additional steps would be gave their time to this project. Special thanks to John
beneficial. Instead of removing all nomenclature for level Gardner for contributing to study design and Shlomo
two, removing nomenclature from half the bronchial lumen Berkovsky and CHI reviewers for insightful comments on
as an intermediary step, or a third at a time for additional the manuscript.
steps, may improve performance in this transition. Results
from Group L3 suggest that once level two is mastered,

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Gamification #chi4good, CHI 2016, San Jose, CA, USA

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