Go / No-Go Test
Play a fixed Go and No-go classification game with clear hit, miss, false-alarm, and correct-rejection counts.
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How to use
- 1.Start the fixed twelve-cue route and keep the Green circle and Purple triangle rule visible.
- 2.Choose Go for every Green circle and No-go for every Purple triangle with a button or the G and N keys.
- 3.Review hits, misses, false alarms, and correct rejections as explicit choices from this private game route.
About Go / No-Go Test
Go No Go Test is a small response-classification game with a rule you can read before every choice. A Green circle means Go. A Purple triangle means No-go. The game shows a fixed twelve-cue route containing six of each cue, and every cue asks for one explicit classification. The route does not rely on waiting for silence, a countdown, or an invisible timeout. That choice keeps every result observable: you choose Go or No-go with a labelled button, and the page evaluates that visible choice against the disclosed cue.
Select Start the twelve-cue route to begin. A cue appears in a large central panel alongside a reminder of the two rules. Press Go for a Green circle and No-go for a Purple triangle. You can use G and N as optional keyboard shortcuts, while the same labelled buttons remain available for touch and pointer use. One response advances one visible cue. Repeated keyboard events, rapid clicking after a transition, and inputs after the route is complete do not create extra classifications. The resulting counts stay tied to a clear cue and a clear chosen action.
The completion panel separates four simple outcomes. A hit is selecting Go for a Green circle. A miss is selecting No-go for a Green circle. A false alarm is selecting Go for a Purple triangle. A correct rejection is selecting No-go for a Purple triangle. Accuracy is the percentage of explicit selections that matched the fixed rule. A clean route is a game completion with no misses and no false alarms. It is not a score threshold, diagnosis, grade, standard test result, or proof that you performed the task elsewhere. The labels are useful because they describe what happened in this particular route without claiming more.
The game intentionally has no response timer. A timer-based no-go task could mistake a hidden tab, a notification, an accessibility interruption, or an abandoned page for a meaningful lack of response. Here, no-go is a visible deliberate choice instead. That makes the interaction less like a traditional laboratory procedure, but clearer and more robust as a browser game. Restart begins the same product-authored route again. Keeping the route fixed also means you can see that the totals are known and repeatable rather than generated by a private algorithm.
Everything happens on your device. The page does not request an account, personal profile, camera, microphone, upload, or contact detail. The shared game shell may save a best score in your browser storage, but it is not sent to Lizely and is not a public leaderboard. Familiarity, a screen reader or input method, interruptions, screen size, browser behaviour, and ordinary daily variation can all change a round. A game result is therefore best read as an accurate description of your visible choices in that one local session.
This is an entertainment exercise, not a clinical/IQ/cognitive assessment. It does not diagnose attention, measure intelligence, or show whether your brain has improved. The fixed route has no health interpretation, clinical protocol, population norm, educational score, or professional use. It cannot evaluate inhibition, capacity, a condition, or eligibility for anything. If you need an evaluation for health, school, work, or accessibility, use an appropriate qualified service. Enjoy the clear rules, finish the twelve cues, and treat the final count as a transparent private game record.
Methodology & sources
The game presents twelve fixed product-authored cues: six Green-circle Go rules and six Purple-triangle No-go rules. Every cue requires one explicit classification and is counted as a hit, miss, false alarm, or correct rejection. The route uses no timeout inference, norm table, diagnostic cutoff, or external benchmark.
Frequently asked questions
- Why do I have to select No-go instead of waiting?
- Every cue uses an explicit choice so a hidden tab, interruption, or abandoned page is never inferred as a meaningful no-go response.
- What is a false alarm in this game?
- It is selecting Go for a Purple triangle. A miss is selecting No-go for a Green circle.
- Does this Go No Go Test assess attention or a medical condition?
- No. It is an entertainment game with a fixed product-authored route, no clinical protocol, no IQ score, and no population benchmark.
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