ConductCognition
  • Domains

    Tests

    • Processing speed43
    • Attention113
    • Working memory50
    • Executive function143
    • Episodic memory72
    • Response inhibition9
    • Social cognition75
    • Language42

    Most used

    Evidence

    1. Verbal Fluency TestGradeA
    2. Stroop Color-Word TestGradeA
    3. Trail Making TestGradeA
    4. N-Back TaskGradeA
    5. Go/No-Go TaskGradeA
    6. Digit Span TestGradeA
    7. Symbol Coding TestGradeA
    8. Verbal Learning TestGradeA
    REDTry it nowStroop Color-Word Test
    All 547 tests

    Browse by

    • Phone290
    • Tablet323
    • Untimed326
    • Up to 5 minutes69
    • Evidence grade A40
  • First studies

    Grade, length

    • Reaction Time StudyGradeA7 min
    • Pilot ScreeningGradeA15 min
    • Medication StudiesGradeA−26 min
    • Language-Minimized ScreeningGradeA−30 min

    Age groups

    • Older Adult Executive SpeedGradeA20 min
    • School-AgeGradeA−33 min

    Memory

    • At-Home MemoryGradeA26 min
    • Working Memory and LearningGradeA−19 min
    • Associative MemoryGradeB32 min
    • Working Memory CapacityGradeB34 min

    Language and perception

    • LanguageGradeA−33 min
    • Visual PerceptionGradeB27 min
    • Listening and Auditory ProcessingGradeB31 min

    Executive function and attention

    • Executive ControlGradeA18 min
    • Attention and ImpulsivityGradeA−26 min
    • Visual AttentionGradeB27 min
    • Creativity and Flexible ThinkingGradeB30 min
    • Reasoning and SpatialGradeB32 min

    Movement

    • Motor and AttentionGradeA−29 min
    • Motor LearningGradeB34 min

    Behavior, mood and choice

    • Food Choice and Self-ControlGradeA−29 min
    • Sleep and FatigueGradeB23 min
    • Social CognitionGradeB23 min
    • Impulsivity and Substance UseGradeB26 min
    • Emotion and MoodGradeB28 min
    • Decisions and RewardGradeB29 min
    All 26 batteries

    Find one

    Up to 15 minutes2Up to 30 minutes19Phone8
    Test order labBattery gradesHow batteries work
  • Use and evidence

    • Overview
    • Compare all 547 tests
    • Test-retest
    • Reliability and validity
    • Battery grades26
    • Download and cite

    Clinical trials

    • Overview
    • By condition25
    • By test101
    • Trial design benchmark
    • Cognitive outcomes, 2026

    Conditions

    Registered studies

    • Dementia and Alzheimer's1,673
    • Aging, frailty and exercise1,398
    • Depression and bipolar disorder1,247
    • Stroke1,233
    • Substance use and addiction895
    • Parkinson's disease892
    • Cancer760
    All 25 conditions
    16,361Registered studies name a cognitive test in an outcome measure11,688 name a test you can run hereExplore the studies
  • 1

    Build

    • Study design
    • Customize tests
    • Repeat visits
    • Study cost calculator
    2

    Recruit

    • Recruitment setup
    • Prolific
    • Sona Systems
    • CloudResearch Connect
    • Qualtrics
    3

    Run

    • Remote testing
    • Participant devices
    • Phone timing check
    • Offline edition
    4

    Results

    • Automated scoring
    • Test norms
    • Study Quality Monitor
    • Data export
    Platform overview

    Compliance

    • HIPAA-ready testing
    • US clinical research
    • Data Policy
    • Privacy Policy
    • Terms of Use
  • Research areas

    Tests used in each

    • Aging and dementia188
    • Decisions and reward105
    • Child development and education87
    • Language and bilingualism64
    • Social behavior62
    • Psychiatric groups35
    • Training and intervention28
    • Mood, anxiety and trauma25
    • Substance use and impulsivity25
    • Neurological and movement research19
    • Brain injury and concussion14
    • Sleep and fatigue14
    • ADHD11
    • Eating and obesity8
    • Medication and drug trials8

    Research settings

    • Student participant pools
    • Teaching a class
    • Clinical trials
    • US clinical research
    • Sites without internet
    Planning a study?
  • Methods

    • How evidence grades work
    • How test batteries work
    • How test order works
    Methods and questions

    Help

    • FAQ
    • Recruitment guides
    • Compare platforms

    Updates

    • Blog
    • New tests by email
    Latest post10 November 2026What you can do in ConductCognition todayA short tour of ConductCognition as it stands on 10 November. After this, we'll post when something changes how you run a study.Read the post
  • Pricing
Start Free
Log In
Log InStart Free
  1. Home
  2. /Tests
  3. /Reward and Interest Task

Executive Function

Reward and Interest Task

Also called: overjustification effect, undermining effect, free-choice paradigm, stopwatch task

Measure whether points for success change the wish to keep playing. Count the rounds of a stopwatch game people choose to play in free time after rounds with or without points.

7-9 minUntimed

Create a study with this test

Free to start: 10 free participants per account, then $0.99 per participant for academic research, or any yearly plan. Try it here first, with no account.

Papers, 2021 to 2025
45
Evidence grade
C
Registered clinical studies
0
How these are counted
4.98
Stop
Success! +10 points
Free timePlay a roundRead
Stop the watch at 5.00 seconds, then spend free time as you like
  • Overview
  • Evidence
  • Task design
  • Quality checks
  • Settings
  • Cite
  • Questions

What it measures

Measures how points for success change the wish to keep playing. Participants stop a stopwatch at 5.00 seconds, with or without points, then have free time in which they may play on for no points, read or wait. The main score is the number of rounds played in the free time.

Constructs

  • Intrinsic motivation
  • Free-choice persistence
  • Reward undermining (overjustification)
  • Interest

Research uses

  • Motivation research
  • Behavioral economics
  • Educational psychology

How the paradigm works

A reward for doing a task can change how much a person wants to do it once the reward is gone. Participants play a stopwatch game: a watch starts by itself, and they stop it as close to 5.00 seconds as they can with the space bar or a Stop button. A stop within 50 ms either side is a success. After 3 practice rounds come 20 scored rounds, with 10 points for each success in the points condition and no points in the other. Then 3 minutes of free time follow: participants may play more rounds for no points, read four short articles or wait, and the next part starts by itself. Two ratings of the game, interest and enjoyment on 1 to 6 scales, end the task.

Scores

Free-Time Roundscount
Rounds of the game started in the free time after the last block, including one cut short when the free time ended.
Compare groups or blocks
Free-Time Playingseconds
Seconds spent playing in that free time.
Informational
Free-Time Readingseconds
Seconds spent reading the articles in that free time.
Informational
Played in Free Time0/1
1 when at least one round was played in that free time.
Informational
First Free-Time Roundseconds
Seconds from the start of that free time to the first round; null when none was played.
Informational
Baseline Free-Time Roundscount
With two blocks, rounds played in the free time after the block without points; null with one block.
Informational
Change in Free-Time Roundscount
Free-time rounds after the last block minus those after the first; null with one block. Negative values mean less play after the second block.
Compare groups
Interest Ratingscore
How interesting the game was, from 1 (not at all) to 6 (very).
Informational
Enjoyment Ratingscore
How much playing was enjoyed, from 1 (not at all) to 6 (very much).
Informational
Success Rate%
Share of the last block's rounds stopped within the success window.
Informational
Mean Stop Errorms
Mean distance of the last block's stops from 5.00 seconds.
Informational
Points Wonpoints
Points from successes in rounds with points.
Informational
Scored Roundscount
Scored rounds recorded in all blocks.
20 standard
Watch Ran Outcount
Scored rounds in which the watch ran to 10 seconds without a stop.
0 expected
Stops Under 100 mscount
Stops within 100 ms of the watch starting.
0 expected
Check Correct0/1
1 when the check question on when a round is a success was answered correctly.
1 expected

Use and evidence

45 papers from 2021 to 2025 name this task in their title or abstract, down 26% compared with 2016 to 2020. That ranks it 376 of 582 test families in our census. See the counts for every test.

2021 to 2025, the years gradedEarlier years
Papers per year naming the Reward and Interest Task, 2000 to 2025Bar chart. 2021: 7; 2022: 9; 2023: 9; 2024: 9; 2025: 11 papers. Peak year 2018.0510152000: 2 papers2001: 3 papers2002: 5 papers2003: 2 papers2004: 6 papers2005: 8 papers2006: 4 papers2007: 5 papers2008: 8 papers2009: 7 papers2010: 12 papers2011: 9 papers2012: 6 papers2013: 8 papers2014: 13 papers2015: 12 papers2016: 13 papers2017: 13 papers2018: 14 papers2019: 13 papers2020: 8 papers2021: 7 papers2022: 9 papers2023: 9 papers2024: 9 papers2025: 11 papers200020052010201520202025
Papers per year naming the Reward and Interest Task, 2000 to 2025Bar chart. 2021: 7; 2022: 9; 2023: 9; 2024: 9; 2025: 11 papers. Peak year 2018.0510152000: 2 papers2001: 3 papers2002: 5 papers2003: 2 papers2004: 6 papers2005: 8 papers2006: 4 papers2007: 5 papers2008: 8 papers2009: 7 papers2010: 12 papers2011: 9 papers2012: 6 papers2013: 8 papers2014: 13 papers2015: 12 papers2016: 13 papers2017: 13 papers2018: 14 papers2019: 13 papers2020: 8 papers2021: 7 papers2022: 9 papers2023: 9 papers2024: 9 papers2025: 11 papers200020052010201520202025
Papers per year whose title or abstract names this task (OpenAlex).
Show the numbers
YearPapers
202511
20249
20239
20229
20217
20208
201913
201814
201713
201613
201512
201413
20138
20126
20119
201012
20097
20088
20075
20064
20058
20046
20032
20025
20013
20002
D

Use grade D

30 to 99 papers from 2021 to 2025.

C

Evidence grade C

At least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies.

Papers on test-retest reliability
2
Papers on reliability or validity
14
Registered clinical studies using it as an outcome
0

Measured on ConductCognition

Pooled across the studies that feed our platform norms, by device group. A figure needs 50 or more people.

No pooled figure yet.

Note on the counts: many papers are workplace and classroom studies.

How the grades work

Use: A is 1,000 or more papers from 2021 to 2025, B 300 to 999, C 100 to 299, D 30 to 99 and E fewer than 30. Evidence: A means at least 25 papers report its test-retest reliability and at least 25 registered clinical studies use it as an outcome; B, at least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers; C, at least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies; D, little published measurement evidence found. The counts measure use. They include every paper that names the task in its title or abstract. Grades describe the published research on this task, not ConductCognition's version of it.

Source: ConductCognition test census 0.39.0, counted 8 November 2026 from OpenAlex and ClinicalTrials.gov.

Task design

The trial sequence as the test runs in ConductCognition.

Game
A stopwatch to stop at 5.00 seconds with the space bar or a Stop button. A stop within 50 ms either side is a success; the window is a setting from 20 to 150 ms.
Rounds
3 practice rounds, then 20 scored rounds (10 to 40). In the points condition each success earns 10 points; in the other, no points.
Free time
3 minutes (1 to 8) after the rounds: play more rounds for no points, read 4 short articles or wait. It ends by itself.
Designs
One block compared between study groups, or two blocks: a block without points and its free time, then the chosen condition and its free time.
Ratings
Interest and enjoyment of the game on 1 to 6 scales, after the last free time.
Scores
Rounds played in the free time (main), seconds playing and reading, the change from the first free time, both ratings and the success rate.

The game, articles and ratings are our own. Points are not exchanged for money unless the study pays for them, and the free time is announced, not hidden. Compare groups or blocks run with the same settings. Scores support research and do not diagnose. No percentile output.

Quality checks

Each session is marked valid, needs review or invalid, with the reason, before you see its scores.

Scored rows: reward_interest_round from the run with the most rounds, with its free time and ratings. Whether to play in the free time has no correct answer, so neither accuracy nor a repeated choice is judged, and playing no round is a result. A run in which the watch ran out in every round is invalid. A missing free time, missing ratings and a wrong answer to the check question are flagged.

Why these rules

There is no correct option to compare with chance, so accuracy is not judged against chance. Free-time play is what a person chooses when nothing is asked of them, so any count, 0 included, can be a real result (Deci, 1971). A run with no stop at all shows no play. Stopping the watch is timed against a visible clock, not a reaction to a stimulus, so no stop is judged too fast. A hidden tab during the free time means the person was not choosing on the page, so a percentile is withheld after one.

No percentile. Scores and quality flags only.

Running this test

Settings you can change

SettingStandardAllowed
Points in the game10 points for each success (standard)10 points for each success (standard), No points
BlocksOne block, then free time (standard)One block, then free time (standard), A block without points, then a block in the chosen condition, each followed by free time
Rounds per block2010 to 40
Free time (minutes)31 to 8
Success window (ms either side of 5.00 s)5020 to 150
Payment lineHypothetical points (standard)Hypothetical points (standard), The study pays for points

Yearly plans can change settings within these limits. Free and pay-as-you-go studies use the standard settings.

How test settings work

Need a setting this test does not have?

Devices and languages

  • Untimed test: runs on desktops, laptops, tablets and phones. Participant devices
  • Languages: English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese.
  • Available on: Every plan, including the free plan.
  • No percentile. Scores and quality flags only. How norms work
  • Recruiting online? See the setup guides for Prolific, Sona Systems, CloudResearch Connect and Qualtrics.

Cite and describe

Methods text, with the standard settings

Participants completed the Reward and Interest Task in a web browser (ConductCognition task version 1.0.0, scoring version 1.0.0; Deci EL, 1971; Murayama K, Matsumoto M, Izuma K, Matsumoto K, 2010), with the standard settings (points in the game: 10 points for each success; blocks: One block, then free time; rounds per block: 20; free time (minutes): 3; success window (ms either side of 5.00 s): 50; payment line: Hypothetical points). The main score was free-time rounds (rounds of the game started in the free time after the last block, including one cut short when the free time ended).

ConductCognition versions: task version 1.0.0, scoring version 1.0.0. Every export records the versions each session used, for a methods section.

  • Deci, E. L. (1971). Effects of externally mediated rewards on intrinsic motivation. Journal of Personality and Social Psychology, 18(1), 105–115. https://doi.org/10.1037/h0030644Free-choice period after rewarded puzzle solving, with a within-person baseline. Original game and items.
  • Murayama, K., Matsumoto, M., Izuma, K., & Matsumoto, K. (2010). Neural basis of the undermining effect of monetary reward on intrinsic motivation. Proceedings of the National Academy of Sciences, 107(49), 20911–20916. https://doi.org/10.1073/pnas.1013305107A stopwatch game with performance-based reward or none, then voluntary play in a free-choice period.
  • Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627–668. https://doi.org/10.1037/0033-2909.125.6.627Free-choice behavior and self-reported interest as the two outcome measures.

Source papers

  • Deci (1971); Murayama et al. (2010); Deci, Koestner and Ryan (1999): free-choice comparisons between rewarded and unrewarded groups.Paradigm source, Adults

Questions

How long does the Reward and Interest Task take?

About 7 to 9 minutes, as listed in the test library.

What device does a participant need?

Untimed test: runs on desktops, laptops, tablets and phones. The browser must be Chrome, Edge, Firefox or Safari.

What scores does it produce?

Free-Time Rounds, Free-Time Playing, Free-Time Reading, Played in Free Time, First Free-Time Round, Baseline Free-Time Rounds, Change in Free-Time Rounds, Interest Rating, Enjoyment Rating, Success Rate, Mean Stop Error, Points Won, Scored Rounds, Watch Ran Out, Stops Under 100 ms and Check Correct. Each session is also marked valid, needs review or invalid, with the reason.

How widely is the Reward and Interest Task used in research?

45 papers from 2021 to 2025 name it in their title or abstract, down 26% compared with 2016 to 2020. That ranks it 376 of 582 test families in the ConductCognition test census (use grade D). Source: ConductCognition test census 0.39.0, counted 8 November 2026 from OpenAlex and ClinicalTrials.gov.

How much reliability evidence does the Reward and Interest Task have?

In the published research, 2 papers report its test-retest reliability and 0 registered clinical studies use it as an outcome (evidence grade C in the ConductCognition test census).

Does it report a percentile?

No. Scores and quality flags only.

Which settings can a researcher change?

Points in the game (10 points for each success (standard), No points), blocks (One block, then free time (standard), A block without points, then a block in the chosen condition, each followed by free time), rounds per block (10 to 40), free time (minutes) (1 to 8), success window (ms either side of 5.00 s) (20 to 150) and payment line (Hypothetical points (standard), The study pays for points). Settings can be changed on yearly plans; free and pay-as-you-go studies use the standard settings.

Which languages can participants use?

Participants can take this test in English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese. English is on every plan, and the other languages come with yearly plans. Have a native speaker read the machine-translated text before launch.

Is this a clinical test?

No. ConductCognition is for research use only. It runs, scores and exports the test; clinical interpretation is outside the platform.

Every test: the full test list.

New tests and features, about once a month. Unsubscribe at any time.

Run this test in your next study

Start free with 10 free participants on any test, then use participant credits or a yearly plan.

Start free

Related tests

Progressive Ratio TaskEffort for Rewards TaskEffort Discounting Task
ConductCognition

Hosted browser-native cognitive testing for academic and commercial research workflows.

A product of ConductScience, Inc.

Tests

  • All cognitive tests
  • Test batteries
  • Use and evidence
  • Test norms
  • Trail Making Test
  • N-Back Task
  • Automated scoring
  • Study design
  • New tests by email

Guides

  • Methods and questions
  • Blog
  • Recruitment setup
  • Participant devices
  • Prolific
  • Sona Systems
  • CloudResearch Connect
  • Qualtrics

Use cases

  • Student participant pools
  • Aging and dementia research
  • Clinical trials
  • US clinical research
  • Remote testing

Compare and buy

  • Pricing
  • Compare platforms
  • Offline edition
  • FAQ

Trust

  • Study Quality Monitor
  • HIPAA-ready testing
  • Data export
  • Privacy Policy
  • Terms of Use
  • Data Policy

Company

  • ConductScience
  • Affiliate Program
© 2026 ConductScience, Inc. Research use only.