Game features made training more engaging, but did not clearly make it work better
HelpedThe short version
Across 8 studies, game features made people more motivated and engaged.

- 8
- studies pooled
- 514
- children, students and adults in nine trials
- Self-rated
- people rated themselves
- 1 tool
- tested
The review
Who took part
Nine trials with 530 people were pooled for the skill tests. They included children with ADHD, school pupils, teenagers, university students and people on the schizophrenia spectrum.
What they did
Each game group trained on a task with several game extras added. The other groups did the same task with fewer or no extras.
What happened
The game versions made people more motivated and engaged (8 trials, 514 people). They did not clearly change the skill tests (9 trials). The game versions also felt harder, and clinical measures did not clearly change (4 trials).
What the review found
- HelpedMotivation
Across 8 studies, game features made people more motivated and engaged.
Pooled analysis of 8 studies with 514 people · vs the same training with fewer game features · they rated themselves · ⚠ most studies had serious flaws; whole programmes were tested, so no single part can be credited
- No differenceOther outcomes
Across 9 studies, adding game features did not clearly improve scores on the skill being trained.
Pooled analysis of 9 studies with 530 people · vs the same training with fewer game features · ⚠ most studies had serious flaws; whole programmes were tested, so no single part can be credited
How solid is this?
- People rated themselves
- Summary claims more than the results show
- Numbers unreliable
- Whole programmes were tested, so no single part can be credited
Source
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)
DOI: 10.2196/18644 (opens in a new tab)

