Publications · 2020 · Journal article

Validation of a mobile game-based assessment of cognitive control among children and adolescents

Hyunjoo Song, Do-Joon Yi, Hae-Jeong Park

PLOS ONE 15(3), e0230498

Abstract

Cognitive control is the most fundamental psychological function that underlies the execution of many other psychological functions. A mobile game application could be a useful strategy to evaluate cognitive control in the groups of children and adolescents. Although a serious game that is based on gamification would be an optimal platform for the administration of behavioral and clinical assessments of children and adolescents, most studies on gamification have been conducted among adults and older adults than among children and adolescents. This study aimed to assess cognitive control using a mobile game that used gamification and compared the results to those from traditional neuropsychological tests for children and adolescents. In order to address this objective, this study used a serious game, namely, "CoCon," which was developed to assess cognitive control in children and adolescents. This study included 100 participants from a community sample (mean age = 11.75 years, ranged from 9 to 16 years, SD = 1.40 years; Male = 59(59%), Female = 41(41%)). The analyses interrogated the relationships among various game behaviors scores of CoCon, the standardized neuropsychological tests (K-WISC-IV, CTT, and Stroop), and self-reporting executive function difficulty questionnaire. As results, a mobile game application-based assessment proved to be a reliable and valid measure of the cognitive control in children and adolescents. The index scores from the CoCon were significantly related to various cognitive control functions and differentiated between the high and low cognitive control groups. Specifically, even though the participants completed the mobile game 'CoCon' in their natural habitats, the CoCon scores were comparable to the measures from standard neuropsychological tests. In conclusion, the present findings suggest that mobile games that use advanced technology and sophisticated psychological strategies can serve as a new and expanded platform for the administration of psychological assessments.

Korean summary

아동·청소년의 인지 조절 능력을 모바일 게임으로 평가할 수 있는지를 검증한 연구입니다. 게임화 기법을 활용한 기능성 게임 'CoCon'을 개발하고, 9세에서 16세까지의 지역사회 아동·청소년 100명을 대상으로 게임 내 행동 점수와 표준화된 신경심리검사(K-WISC-IV, CTT, 스트룹 검사) 및 자기보고식 실행기능 곤란 설문 사이의 관계를 분석했습니다. 참가자들이 일상 환경에서 게임을 수행했음에도 CoCon 지표는 다양한 인지 조절 기능과 유의하게 연관되었고, 인지 조절이 높은 집단과 낮은 집단을 구분했으며 표준 검사 결과와 견줄 만했습니다. 게임 기반 평가가 아동·청소년의 인지 조절을 측정하는 신뢰할 수 있고 타당한 새로운 심리평가 플랫폼이 될 수 있음을 보여준 연구입니다.

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