Effects of Gamification on Performance and Subjective Listening Effort on a Spatial Release From Masking Task.
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| Title: | Effects of Gamification on Performance and Subjective Listening Effort on a Spatial Release From Masking Task. |
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| Authors: | Bologn, William J.1 wbologna@towson.edu, Buckheit, Katharine P.1, Esser, Katie1, Lelo de Larrea-Mancera, E. Sebastian2, Stecker, G. Christopher3, Gallun, Frederick J.4, Seitz, Aaron R.2 |
| Source: | Journal of Speech, Language & Hearing Research. Dec2025, Vol. 68 Issue 12, p6144-6156. 13p. |
| Subject Terms: | *Data analysis, *Educational outcomes, *Motivation (Psychology), *Auditory perception, *Speech perception, *Comparative studies, *Gamification, *Video games, Masking (Psychology), Research funding, Questionnaires, Logistic regression analysis, Two-way analysis of variance, Descriptive statistics, Thematic analysis, Psychometrics, Statistics, Data analysis software, Hearing levels |
| Abstract: | Purpose: Current theories of listening effort posit that motivation should influence a participant's level of effort and performance on a listening task. Gamification may be a means of manipulating motivation to test these hypotheses. This study compared a traditional and gamified version of a spatial release from masking test to determine if gamification yields better performance or subjective differences in listening effort compared to the traditional test. Method: Thirty-four adults (aged 20-47 years) with normal hearing completed a traditional and gamified version of a spatial release from masking test. The gamified test was themed as a spaceship race; correct responses made their ship go faster and revealed a pattern of game pieces that formed a path across the board. Both tests adapted the target-to-masker ratio based on performance to estimate threshold from a psychometric function. Subjective ratings of mental demand, fatigue, pace, enjoyment, frustration, and perceived success for each test were compared between two tests to evaluate perceived listening effort and characterize the participant experience. Results: Behavioral data indicated better thresholds in the gamified test than the traditional test. Participants reported more mental demand on the gamified test than the traditional test, but also more frustration and lower perceived success. The latter findings may have been driven by a propensity for participants to lose the race when the speech task was close to their performance threshold. Conclusions: Gamified testing is an effective way to improve performance and increase mental demand exerted by participants on speech-in-noise tests. Subjective ratings revealed that listeners' perception of success and frustration may have been biased by the outcome of the game, rather than the difficulty of the underlying speech task (identical for both tests). These results suggest that gamification may be a means of manipulating motivation to evaluate its effect on a speech-in-noise task. Supplemental Material: https://doi.org/10.23641/asha.30566462 [ABSTRACT FROM AUTHOR] |
| Copyright of Journal of Speech, Language & Hearing Research is the property of American Speech-Language-Hearing Association and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
| FullText | Links: – Type: pdflink Text: Availability: 0 |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 190171432 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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Christopher</searchLink><relatesTo>3</relatesTo><br /><searchLink fieldCode="AR" term="%22Gallun%2C+Frederick+J%2E%22">Gallun, Frederick J.</searchLink><relatesTo>4</relatesTo><br /><searchLink fieldCode="AR" term="%22Seitz%2C+Aaron+R%2E%22">Seitz, Aaron R.</searchLink><relatesTo>2</relatesTo> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Journal+of+Speech%2C+Language+%26+Hearing+Research%22">Journal of Speech, Language & Hearing Research</searchLink>. 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Gamification may be a means of manipulating motivation to test these hypotheses. This study compared a traditional and gamified version of a spatial release from masking test to determine if gamification yields better performance or subjective differences in listening effort compared to the traditional test. Method: Thirty-four adults (aged 20-47 years) with normal hearing completed a traditional and gamified version of a spatial release from masking test. The gamified test was themed as a spaceship race; correct responses made their ship go faster and revealed a pattern of game pieces that formed a path across the board. Both tests adapted the target-to-masker ratio based on performance to estimate threshold from a psychometric function. Subjective ratings of mental demand, fatigue, pace, enjoyment, frustration, and perceived success for each test were compared between two tests to evaluate perceived listening effort and characterize the participant experience. Results: Behavioral data indicated better thresholds in the gamified test than the traditional test. Participants reported more mental demand on the gamified test than the traditional test, but also more frustration and lower perceived success. The latter findings may have been driven by a propensity for participants to lose the race when the speech task was close to their performance threshold. Conclusions: Gamified testing is an effective way to improve performance and increase mental demand exerted by participants on speech-in-noise tests. Subjective ratings revealed that listeners' perception of success and frustration may have been biased by the outcome of the game, rather than the difficulty of the underlying speech task (identical for both tests). These results suggest that gamification may be a means of manipulating motivation to evaluate its effect on a speech-in-noise task. Supplemental Material: https://doi.org/10.23641/asha.30566462 [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Journal of Speech, Language & Hearing Research is the property of American Speech-Language-Hearing Association and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
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| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1044/2025_JSLHR-24-00794 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 13 StartPage: 6144 Subjects: – SubjectFull: Data analysis Type: general – SubjectFull: Educational outcomes Type: general – SubjectFull: Motivation (Psychology) Type: general – SubjectFull: Auditory perception Type: general – SubjectFull: Speech perception Type: general – SubjectFull: Comparative studies Type: general – SubjectFull: Gamification Type: general – SubjectFull: Video games Type: general – SubjectFull: Masking (Psychology) Type: general – SubjectFull: Research funding Type: general – SubjectFull: Questionnaires Type: general – SubjectFull: Logistic regression analysis Type: general – SubjectFull: Two-way analysis of variance Type: general – SubjectFull: Descriptive statistics Type: general – SubjectFull: Thematic analysis Type: general – SubjectFull: Psychometrics Type: general – SubjectFull: Statistics Type: general – SubjectFull: Data analysis software Type: general – SubjectFull: Hearing levels Type: general Titles: – TitleFull: Effects of Gamification on Performance and Subjective Listening Effort on a Spatial Release From Masking Task. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Bologn, William J. – PersonEntity: Name: NameFull: Buckheit, Katharine P. – PersonEntity: Name: NameFull: Esser, Katie – PersonEntity: Name: NameFull: Lelo de Larrea-Mancera, E. Sebastian – PersonEntity: Name: NameFull: Stecker, G. Christopher – PersonEntity: Name: NameFull: Gallun, Frederick J. – PersonEntity: Name: NameFull: Seitz, Aaron R. IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 12 Text: Dec2025 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 10924388 Numbering: – Type: volume Value: 68 – Type: issue Value: 12 Titles: – TitleFull: Journal of Speech, Language & Hearing Research Type: main |
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