Abstract
The goal of this study was to evaluate the use of an embedded secondary task in a video game as a measure of real-time cognitive load. Results show that performance in the secondary task was negatively correlated with the level of difficulty a player experienced, however secondary task performance and summative cognitive load self-report measures were not correlated. The ability to capture real-time data during gameplay indicates that secondary task performance could be used as a more sensitive measure of cognitive load compared with the summative cognitive load scores. Embedding secondary tasks in video games has the potential to be used to provide input for adaptive algorithms that sustain player engagement during gameplay.
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