Stroop test online
Name the ink of colour words in a clashing colour. Three timed parts give your Stroop interference in milliseconds, with a challenge and print cards.
In this Stroop test online, a colour word appears in a clashing ink and you name the ink, not the word. Every answer is timed in milliseconds, and the median time for clashing words is compared with the time for plain bars of colour. The difference is your Stroop interference, the cost of ignoring a word you read automatically.
Colours, reverse task and printable sheet
Prints the paper version: reading card, colour card and clashing card, 50 items each, read aloud against a stopwatch. A colour printer is needed.
Three short parts of 24 items: read colour words, name the colour of bars, then name the ink of words printed in a clashing colour. Answer fast, without slips.
Your runs will be listed here, in this browser only.
Times are approximate: screens, keyboards and browsers add a few milliseconds, the same in every part.
A game for fun and learning, with no norms: it is not a medical or psychological assessment.
- Built and source-checked by Muhammad Abdullah Awais
- Last checked
- 10 sources
- Methodology
This Stroop colour word test runs the three classic parts in your browser: reading colour words, naming bars of colour, then words printed in the wrong colour. A timed challenge, a reverse task and printable cards sit alongside, with nothing to sign up for.
Reading, naming bars, then the clash: the three parts
Each part asks for the same kind of answer under a different load. Part 1 shows a colour word in plain off-white letters, so the task is word reading. Part 2 shows a bar of colour with no word, which makes it pure colour naming. Part 3 prints each word in an ink colour that never matches it. Comparing part 3 with part 2 isolates the cost of a word you cannot help reading.
An item where word and ink agree is called congruent, and one where they clash incongruent. The bars of part 2 are colour patches, a baseline with no word. The slowing in the incongruent part is the Stroop effect, a reaction time cost in milliseconds.
Classic test in three parts has parts of 12, 24 or 48 items; the default of 24 makes 72 answers in all. The colour set has three, four or six colours: by default red, green, blue and yellow, while the largest adds orange and purple.
Each part opens with its own button and a fixation cross shown for 600 ms. Answers come from buttons, written as colour words or shown as colour swatches, or from the number keys. A press counts as the finger or key goes down, timed from the screen frame that drew the item.
Every colour is the answer equally often within a part, never twice in a row. A wrong answer shows a brief red mark, and the item is not repeated.
How is the interference score worked out?
The interference score is the median time of part 3 minus the median time of part 2. Put simply, it is how much longer naming the ink of a clashing word takes than naming a plain bar. Only right answers are timed. Wrong ones are counted and shown, but they stay out of the times. The median is the middle time of a part, which a single slow or lucky answer barely moves.
The result also gives the interference as a percentage of the bar time, so faster and slower players can be set on the same footing. A part only counts when at least 50% of its answers are right; below that, no interference figure appears, since a part with that many slips says little about speed. Accuracy and errors sit beside the times, since a fast score full of slips means something different from a careful one.
Take an illustrative run, not a norm, with a bar median of 690 ms and 930 ms for clashing words: the interference is 240 ms, or 35% slower.
| Part | Median time |
|---|---|
| Words | 560 ms |
| Bars | 690 ms |
| Clashing words | 930 ms |
| Interference (clashing words minus bars) | 240 ms |
A second line sets the bars against the words, 130 ms here: naming a colour is usually slower than reading its name. Results stay in this browser's local storage, with a personal best for each combination of settings and your last ten runs. With no norms, the fair comparison is with your own earlier runs.
Why does the written word get in the way?
Because a practised reader reads a familiar word without meaning to, and that word offers an answer before the ink has been named. Holding back that wrong answer takes time.
The University of Edinburgh's open day practical sums up four explanations. Relative speed of processing: words are processed faster than colours, so the word arrives first. Selective attention: naming a colour needs more attention than reading. Automaticity: reading happens whether wanted or not. Parallel processing: both pathways run at once and compete.
The last grew into parallel distributed processing models, where pathways of different strength compete and attention tips the balance. MacLeod's 1991 review weighed these accounts against some 400 studies.
In current terms the task calls on response inhibition, stopping a strong, ready answer in favour of a weaker, correct one. That is part of cognitive control, within executive function, the abilities that plan and steer behaviour.
John Ridley Stroop and the 1935 experiments
John Ridley Stroop described the effect in 1935 in the Journal of Experimental Psychology. His cards held 100 printed items each, read aloud against a stopwatch.
In his first experiment, 70 students read words printed in black (41.0 seconds) and in clashing ink (43.3 seconds). The ink added only 2.3 seconds, or 5.6%, a difference Stroop called not reliable. Reading barely notices the ink.
The second experiment reversed the task. 100 students named the colours of squares (63.3 seconds) and then the inks of clashing words (110.3 seconds): 47.0 seconds more, reported by Stroop as 74.3%. Whole cards were timed, so these figures do not compare with on-screen milliseconds.
In a third, 32 students practised for eight days, 200 reactions a day, and the interference shrank but stayed. Stroop's inks were red, blue, green, brown and purple; yellow was hard to print at equal strength. One participant whose Ishihara test showed red-green trouble was excluded.
The roots go further back. The 1991 review credits Cattell (1886) with showing that naming colours is slower than reading their names. Jaensch is credited with first setting word against colour in 1929. Matching items and single timed answers came after Stroop.
The timed challenge, matching words and the reverse task
The timed challenge is the quick Stroop test game here, lasting 30 seconds, 60 seconds or 2 minutes. Items arrive in shuffled blocks of eight, and 50% of each block are matching words in their own ink.
The score is the count of right answers, shown with wrong ones, accuracy and the median times for matching and clashing words. When time runs out, the item still on screen is not counted.
Matching words usually speed naming up a little, an effect called facilitation, which MacLeod found far smaller than the cost of a clash. Many studies also add neutral trials, such as a row of letters. In the classic test the bars play that role.
The reverse task, set under "What you name", turns things around: the player reads the word and ignores the ink, and part 3 is set against part 1. A reverse Stroop effect, ink slowing the reading, is possible but small. The 1991 review says it usually needs a change of task.
Pure speed is a separate skill from choosing between colours. The click speed test measures how fast a finger can press with no decision to make.
Running it as a psychology practical
The Stroop effect is a common practical in A-level psychology, because it gives a clear result with simple kit. A write-up usually follows the same frame.
- Aim: to find out whether clashing ink slows colour naming.
- Hypothesis: naming the ink of incongruent words takes longer than naming colour patches.
- Independent variable: the condition, bars of colour against clashing words.
- Dependent variable: the median reaction time of right answers, with errors recorded.
- Design: every participant takes every condition, a repeated measures design.
After a test, the "Copy table for a spreadsheet" button copies one row per part: items, right and wrong answers, median and mean. Tabs separate the values, so they paste into a spreadsheet as cells.
The "Print three cards" button gives a printable sheet for the paper method. It holds a word card in black, a card of bars and a card of clashing words, 50 items each in 5 columns of 10. Each print is shuffled, with inks darker than on screen so yellow shows on paper.
Keys, screens and colour vision
Pressing a key or button gives a smaller Stroop effect than speaking. MacLeod reports one study with 177 ms of interference for spoken answers and 98 ms for manual ones. Crump and colleagues found 293 ms online with typed answers. These are single studies, not standards.
Screens, keyboards and browsers add a few milliseconds. In the timing study by Bridges and colleagues, most packages kept a precision under 10 ms in every browser. A steady delay largely cancels when one median is subtracted from another, though each single time is approximate.
Taps on a phone are timed the same way. If the page is hidden mid-run, the run pauses, and carrying on shows the item again with a fresh clock.
Colour vision deficiency, often called colour blindness, matters in a test built on inks. According to nidirect, it affects about one in 12 men and one in 200 women, mostly with red, yellow and green. Every colour set here includes red and green.
Remembering a colour is a different skill from naming it under pressure. The colour memory game asks a player to rebuild a colour seen for a few seconds, with no words to get in the way.
A game, not the clinical Stroop Colour and Word Test
Clinics use published versions of the task, and this game is none of them. Scarpina and Tagini's review describes the Stroop Colour and Word Test with a word page, a colour page and a colour-word page, each timed for 45 seconds.
The Lancaster Glossary of Child Development notes that performance is rated by differences in errors and reaction times across conditions. In clinical use, results are read against norms for the person's age and background, which this game does not have.
North Bristol NHS Trust explains that a neuropsychologist runs and interprets an assessment of attention, concentration and processing speed. A browser game cannot stand in for that, and it does not detect or measure ADHD, dementia, concussion or stress.
Frequently asked questions
What does the Stroop test measure?
It measures how much a word you read automatically slows down naming the colour of its ink. Psychologists use it as a window on selective attention and on holding back a strong but wrong answer.
Is a smaller interference figure better?
In this game, yes: the personal best for a test is the run with the smallest interference, meaning the word got in the way less. Accuracy still matters, and a part with fewer than 50% right gives no figure at all.
What is a good or average Stroop test time?
This game has no norms and sends no results anywhere, so it offers no average. Published figures vary with method. The 1991 review found the effect peaks in early school years, falls through adulthood and rises again in later life, with no difference between the sexes.
Can practice get rid of the Stroop effect?
Not completely. Stroop's students practised for eight days and the interference shrank without disappearing. Later studies in the 1991 review agree: practice reduces the effect, though not always and not to zero.
Can I take a Stroop test if I'm colour blind?
Yes, though inks that look alike, often red and green, can slow parts 2 and 3 for reasons unrelated to interference. The colour swatches option changes only the buttons, not the inks. Part 1 and the reverse task depend less on telling inks apart.
Does the language of the colour words matter?
Yes. A colour word in a bilingual's second language still interferes, at about 75% of the effect within one language, and the dominant language interferes more, MacLeod found. That is why each language version of this game uses its own native colour words.
How do you do the Stroop test on paper?
Each of the three printed cards, 50 items long, is read aloud down the columns against a stopwatch. The words come first, then the bars, then the inks of the clashing words. The interference is the clashing card's time minus the bar card's time.
What is the emotional Stroop test?
It is a variant using words with an emotional charge, such as threat words, printed in coloured ink. The player names the ink, and slower naming for some words is read as attention being drawn to them. This game uses colour words only.
Sources
The figures and rules on this page were checked against these publications on .
- Stroop test (Lancaster Glossary of Child Development)(opens in a new tab)
Lancaster University
- BMS Open Day: practical experiment(opens in a new tab)
University of Edinburgh
- Neuropsychological assessment: what to expect(opens in a new tab)
North Bristol NHS Trust
- colour (Cambridge Dictionary)(opens in a new tab)
Cambridge University Press
- Studies of interference in serial verbal reactions (Stroop, 1935)(opens in a new tab)
Classics in the History of Psychology, York University
- Half a century of research on the Stroop effect: an integrative review (MacLeod, 1991)(opens in a new tab)
University of Waterloo (author's copy)
- The Stroop Color and Word Test (Scarpina and Tagini, 2017)(opens in a new tab)
Frontiers in Psychology (PubMed Central)
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