Examining Audiovisual Entrainment to Rhythm: Contingency-Based Gamification May Generate Divergent Learning Outcomes
Undergraduate Review
Volume 19
Article 12
2025
Examining Audiovisual Entrainment to Rhythm: ContingencyBased Gamification May Generate Divergent Learning Outcomes
Jevaughn Barnett
Follow this and additional works at: https://vc.bridgew.edu/undergrad_rev
Recommended Citation
Barnett, Jevaughn (2025). Examining Audiovisual Entrainment to Rhythm: Contingency-Based
Gamification May Generate Divergent Learning Outcomes. Undergraduate Review, 19, 111-118.
Available at: https://vc.bridgew.edu/undergrad_rev/vol19/iss1/12
This item is available as part of Virtual Commons, the open-access institutional repository of Bridgewater State
University, Bridgewater, Massachusetts.
Copyright © 2025 Jevaughn Barnett
COLLEGE OF HUMANITIES AND SOCIAL SCIENCES
Examining Audiovisual Entrainment to
Rhythm: Contingency-Based Gamification
May Generate Divergent Learning Outcomes
Jevaughn Barnett
Introduction
Rhythm is an important feature of our everyday
lives and is instrumental in music and dance. It is also an
important property across many areas of human interaction. For example, a group of runners is spotted on
the side of the road, off to some unknown finish line.
For a moment, their pace becomes secondary, and their
form becomes the center of attention. They appear to
be a singular machine moving together as their knees
and elbows drive in synchrony. This form and rhythm
are not just something that onlookers take notice of, but
the runners themselves also do, whether they are conscious of it or not. This rhythmic biological movement is
not only noticed in limb coordination but in the human
eye, and even in other life forms, like the synchrony of
fireflies flashing. In the Rhythm field, researchers refer
to this as interpersonal coordination, which falls under
the broader area of dynamical entrainment (Richardson
et al., 2007). This area was the first to recognize that
visually tracking rhythmic patterns aids in synchronized
responses to the rhythm. The present investigation is
particularly interested in the ability of the eye to synchronize to audio-visual rhythmic patterns, a precursory step
to motor synchronization.
Because of the intuitiveness of sensation and
perception, different ideas arise to make sense of how
things are computed in the brain. Therefore, theories
came about through simple observation and common
sense, but they are just theories. For instance, a past
assumption of the field of perception was that audition
is for temporal processing while vision is for spatial processing (Repp & Penel, 2002, 2004). However, Hove et
al. (2010) demonstrated that the use of congruent rhythmic and visual-spatial information greatly increases
a person’s ability to synchronize hand movements to
the rhythmic information, and even more so with additional auditory input. Other studies have also reported
similar findings of increased motor synchrony to visual
rhythms when motion was incorporated in the visual
stimuli (Grahn, 2012). Research shows that processing
of rhythm exists across our senses, and the current study
examines how visual rhythm perception informs learning
and attention regulation.
There is a large body of research on auditory
rhythm, with some even pointing out how it can be an
attention regulator and aid motor synchronization (Large
& Jones, 1999). However, there is limited research about
audio-visual rhythm significantly playing a role in everyday life. In perception research, visual stimuli are more
often used to study spatial tracking. Thus, it can be
overlooked that visual stimuli carry important temporal information as well. However, Schmidt et al. (2007)
highlighted how visual tracking directly helped in the
entrainment of participants' swinging actions. The participants were tasked to follow oscillating images, which
were letters on a screen, while swinging a pendulum.
The study showed visual tracking-enabled unconscious
coordination of limb movements to the rhythmic stimuli.
BRIDGEWATER STATE UNIVERSITY | 111
COLLEGE OF HUMANITIES AND SOCIAL SCIENCES
Without the visual tracking of the oscillating stimuli, the
pendulum swing did not become synchronized to the
visual stimuli, highlighting the role vision plays in synchronous responses to environmental rhythms (Schmidt
et al., 2007).
The current study is part of a larger investigation of how participants can use audiovisual rhythms
to inform their ability to synchronize to patterns. The
first experiments provided a foundation for the subsequent investigations, demonstrating visual synchrony
to an audio-visual rhythmic stimulus of a tweeting bird
(B, 2019, B et al 2024). Here, we ask if making the auditory stimulus contingent upon a predictive look would
improve synchrony to the same pattern. This addition
attempts to examine the limits of rhythm as an attention
regulator, or in this case, whether the gamification of
the experiment will confirm implicit rhythmic learning
abilities. Gamification involves incorporating elements
of play into non-game settings to make activities more
engaging and appealing (Thom et al., 2012). The contingency factor is this experiment's version of gamification;
the increased motivation from the game-like condition
drives the hypothesis. We hypothesized that gamification would increase eye-synchronization in participants
to rhythmic stimuli, in other words, improve learning
and attention.
Methods
Participants
For this contingency study, 46 participants
completed the study. Participants were drawn from
the undergraduate student population at Bridgewater
State University. Additionally, 12 participants had to
be excluded because they did not actively engage in
50% or more of the experiment based on eye-tracker
data. For example, they were focusing specifically
on the flower and not following the bird. Others were
excluded because of technical difficulty (3 participants),
which included equipment malfunctions or a participant’s use of makeup or eyewear that could interfere
112 | THE UNDERGRADUATE REVIEW 2025
with the eye-tracker. All participants were randomly
assigned to a timing condition that was either rhythmic
or randomized timing.
Procedure
In this study, the Eyelink 1000 Plus eye-tracker
was used with the software Experiment Builder to present stimuli (SR Research Ltd., n.d.). The audiovisual stimulus was an animated tweeting bird moving clockwise
to six set locations with stop-animation. Six areas of
interest were defined for the six bird locations and one
for the center distractor of a flower (Figure 1). The study
began with a calibration procedure (9-point calibration)
to train the eye-tracking system to the participants' eye
movements across the screen. Participants’ initial eye
contact to each bird's appearance in the six locations
was recorded and categorized as either anticipatory or
reactive. The timing of that first look was recorded in milliseconds relative to the time of the bird’s appearance
at that location. Looks that first occurred in anticipation
of the bir (...truncated)