{"id":{"repo_id":"wichita-thes","oai_identifier":"oai:soar.wichita.edu:10057/12128"},"canonical_url":"https://search.dev.ndltd.org/etd/wichita-thes/oai:soar.wichita.edu:10057/12128","repository":{"repo_id":"wichita-thes","name":"Wichita State University","base_url":"https://soar.wichita.edu/oai/request"},"display":{"title":"Gamified low-prevalence vigils","abstract":"The vigilance decrement has been a well-studied human factors problem since World War II (Mackworth, 1948). A more recently discovered and fundamentally similar problem is the low-prevalence effect in visual search (e.g., Lau & Huang, 2010). Both circumstances typically produce substantial misses of critical signals, whether from a vigilance activity requiring sustained attention to a single information source for a prolonged period of time (See, Howe, Warm, & Dember, 1995), or from a visual search for rare targets in difficult displays (Wolfe, Horowitz, & Kenner, 2005). Furthermore, efforts have been made to apply some of the practices from the gaming industry towards non-gaming environments to increase task engagement and improve performance, a practice known as gamification (Deterding, Dixon, Khaled, & Nacke, 2011; Hamari, Koivisto, & Sarsa, 2014). The present project investigates the potential benefits of gamification in a low-prevalence vigil. A simulated inspection task featuring images of round metal washers as search stimuli was created for this study. Five total experiments were conducted: the initial four each assessed the impact of an individual gaming element on performance and experience (badges, a points-based challenge during a brief burst of high prevalence, storytelling, and points-based feedback throughout the task). Badges and points-based feedback throughout the task were ineffective at improving performance while the points-based challenge and storytelling were. The final experiment assessed gamified training as a practical way to integrate gamification in a low-prevalence vigil. Gamified training did not produce any significant benefits compared to traditional or no-intervention training. Practical and theoretical implications are discussed.","abstract_html":"The vigilance decrement has been a well-studied human factors problem since World War II (Mackworth, 1948). A more recently discovered and fundamentally similar problem is the low-prevalence effect in visual search (e.g., Lau &amp; Huang, 2010). Both circumstances typically produce substantial misses of critical signals, whether from a vigilance activity requiring sustained attention to a single information source for a prolonged period of time (See, Howe, Warm, &amp; Dember, 1995), or from a visual search for rare targets in difficult displays (Wolfe, Horowitz, &amp; Kenner, 2005). Furthermore, efforts have been made to apply some of the practices from the gaming industry towards non-gaming environments to increase task engagement and improve performance, a practice known as gamification (Deterding, Dixon, Khaled, &amp; Nacke, 2011; Hamari, Koivisto, &amp; Sarsa, 2014). The present project investigates the potential benefits of gamification in a low-prevalence vigil. A simulated inspection task featuring images of round metal washers as search stimuli was created for this study. Five total experiments were conducted: the initial four each assessed the impact of an individual gaming element on performance and experience (badges, a points-based challenge during a brief burst of high prevalence, storytelling, and points-based feedback throughout the task). Badges and points-based feedback throughout the task were ineffective at improving performance while the points-based challenge and storytelling were. The final experiment assessed gamified training as a practical way to integrate gamification in a low-prevalence vigil. Gamified training did not produce any significant benefits compared to traditional or no-intervention training. Practical and theoretical implications are discussed.","abstract_has_math":false,"creators":["Miranda, Andrew T."],"institution":null,"degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2015,"date_issued":"2015-12","date_published":"2015-12","updated_at":"2026-07-24T06:05:59Z","subjects":[],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[{"key":"dc:identifier","label":"Identifier","values":["hdl:10057/12128"],"render_values":[{"text":"hdl:10057/12128","href":null,"code":true}]}]},"links":{"outbound_url":null,"outbound_label":null,"outbound_source":null},"metadata_groups":[{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.issued","label":"Date","values":["2015-12"]},{"key":"dc:type","label":"Dc Type","values":["Dissertation"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["hdl:10057/12128"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.other","label":"Dc Description Other","values":["The vigilance decrement has been a well-studied human factors problem since World War II (Mackworth, 1948). A more recently discovered and fundamentally similar problem is the low-prevalence effect in visual search (e.g., Lau & Huang, 2010). Both circumstances typically produce substantial misses of critical signals, whether from a vigilance activity requiring sustained attention to a single information source for a prolonged period of time (See, Howe, Warm, & Dember, 1995), or from a visual search for rare targets in difficult displays (Wolfe, Horowitz, & Kenner, 2005). Furthermore, efforts have been made to apply some of the practices from the gaming industry towards non-gaming environments to increase task engagement and improve performance, a practice known as gamification (Deterding, Dixon, Khaled, & Nacke, 2011; Hamari, Koivisto, & Sarsa, 2014). The present project investigates the potential benefits of gamification in a low-prevalence vigil. A simulated inspection task featuring images of round metal washers as search stimuli was created for this study. Five total experiments were conducted: the initial four each assessed the impact of an individual gaming element on performance and experience (badges, a points-based challenge during a brief burst of high prevalence, storytelling, and points-based feedback throughout the task). Badges and points-based feedback throughout the task were ineffective at improving performance while the points-based challenge and storytelling were. The final experiment assessed gamified training as a practical way to integrate gamification in a low-prevalence vigil. Gamified training did not produce any significant benefits compared to traditional or no-intervention training. Practical and theoretical implications are discussed."]},{"key":"dc:title","label":"Title","values":["Gamified low-prevalence vigils"]}]}],"canonical_facts":{"dc:date.issued":["2015-12"],"dc:description.other":["The vigilance decrement has been a well-studied human factors problem since World War II (Mackworth, 1948). A more recently discovered and fundamentally similar problem is the low-prevalence effect in visual search (e.g., Lau & Huang, 2010). Both circumstances typically produce substantial misses of critical signals, whether from a vigilance activity requiring sustained attention to a single information source for a prolonged period of time (See, Howe, Warm, & Dember, 1995), or from a visual search for rare targets in difficult displays (Wolfe, Horowitz, & Kenner, 2005). Furthermore, efforts have been made to apply some of the practices from the gaming industry towards non-gaming environments to increase task engagement and improve performance, a practice known as gamification (Deterding, Dixon, Khaled, & Nacke, 2011; Hamari, Koivisto, & Sarsa, 2014). The present project investigates the potential benefits of gamification in a low-prevalence vigil. A simulated inspection task featuring images of round metal washers as search stimuli was created for this study. Five total experiments were conducted: the initial four each assessed the impact of an individual gaming element on performance and experience (badges, a points-based challenge during a brief burst of high prevalence, storytelling, and points-based feedback throughout the task). Badges and points-based feedback throughout the task were ineffective at improving performance while the points-based challenge and storytelling were. The final experiment assessed gamified training as a practical way to integrate gamification in a low-prevalence vigil. Gamified training did not produce any significant benefits compared to traditional or no-intervention training. Practical and theoretical implications are discussed."],"dc:identifier":["hdl:10057/12128"],"dc:title":["Gamified low-prevalence vigils"],"dc:type":["Dissertation"]},"updated_at":"2026-07-24T06:05:59Z"}