Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Citing this Article

Right click to copy or hit: ctrl+c (cmd+c on mac)

Published on 22.09.16 in Vol 4, No 2 (2016): Jul-Dec

This paper is in the following e-collection/theme issue:

Works citing "A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4-8 Years"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.5997):

(note that this is only a small subset of citations)

  1. Ferreira-Brito F, Fialho M, Virgolino A, Neves I, Miranda AC, Sousa-Santos N, Caneiras C, Carriço L, Verdelho A, Santos O. Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review. Journal of Biomedical Informatics 2019;98:103287
    CrossRef
  2. Bhavnani S, Mukherjee D, Dasgupta J, Verma D, Parameshwaran D, Divan G, Sharma KK, Thiagarajan T, Patel V. Development, feasibility and acceptability of a gamified cognitive DEvelopmental assessment on an E-Platform (DEEP) in rural Indian pre-schoolers – a pilot study. Global Health Action 2019;12(1):1548005
    CrossRef
  3. van Heerden A, Leppanen J, Rotheram-Borus MJ, Worthman CM, Kohrt BA, Skeen S, Giese S, Hughes R, Bohmer L, Tomlinson M. Emerging Opportunities Provided by Technology to Advance Research in Child Health Globally. Global Pediatric Health 2020;7:2333794X2091757
    CrossRef
  4. Kohrt BA, Rai S, Vilakazi K, Thapa K, Bhardwaj A, van Heerden A. Procedures to Select Digital Sensing Technologies for Passive Data Collection With Children and Their Caregivers: Qualitative Cultural Assessment in South Africa and Nepal. JMIR Pediatrics and Parenting 2019;2(1):e12366
    CrossRef
  5. Crocetta TB, Guarnieri R, Massetti T, Silva TDD, de Almeida Barbosa RT, Ferreira de Lima Antão JY, Abreu LCD, Monteiro CBDM. Concurrent Validity and Reliability of Alternative Computer Game for the Coincidence-Anticipation Timing Task. Measurement in Physical Education and Exercise Science 2019;23(2):169
    CrossRef
  6. Crepaldi M, Colombo V, Mottura S, Baldassini D, Sacco M, Cancer A, Antonietti A. Antonyms: A Computer Game to Improve Inhibitory Control of Impulsivity in Children with Attention Deficit/Hyperactivity Disorder (ADHD). Information 2020;11(4):230
    CrossRef
  7. Wang C, Yu G. Investigating the Relationship Between Eye Movement and Brain Wave Activity Using Video Games: Pilot Study. JMIR Serious Games 2018;6(3):e16
    CrossRef
  8. Khaleghi A, Aghaei Z, Mahdavi MA. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study. JMIR Serious Games 2021;9(2):e21900
    CrossRef
  9. Wiley K, Robinson R, Mandryk RL. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review. JMIR Serious Games 2021;9(3):e26449
    CrossRef
  10. Keulers EHH, Hurks PPM. Psychometric properties of a new ADHD screening questionnaire: Parent report on the (potential) underlying explanation of inattention in their school-aged children. Child Neuropsychology 2021;27(8):1117
    CrossRef
  11. Rodrigo-Yanguas M, Martin-Moratinos M, Menendez-Garcia A, Gonzalez-Tardon C, Royuela A, Blasco-Fontecilla H. A Virtual Reality Game (The Secret Trail of Moon) for Treating Attention-Deficit/Hyperactivity Disorder: Development and Usability Study. JMIR Serious Games 2021;9(3):e26824
    CrossRef
  12. Theodório DP, Da Silva AP, Scardovelli TA. Jogos sérios brasileiros para auxílio do diagnóstico e tratamento de TDAH: revisão integrativa. INTERFACES DA EDUCAÇÃO 2020;11(32):60
    CrossRef
  13. Kanaki K, Kalogiannakis M. Assessing Algorithmic Thinking Skills in Relation to Age in Early Childhood STEM Education. Education Sciences 2022;12(6):380
    CrossRef
  14. Marx I, Cortese S, Koelch MG, Hacker T. Meta-analysis: Altered Perceptual Timing Abilities in Attention-Deficit/Hyperactivity Disorder. Journal of the American Academy of Child & Adolescent Psychiatry 2022;61(7):866
    CrossRef
  15. Chaldogeridis A, Tsiatsos T. Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review. Applied Sciences 2022;12(19):9785
    CrossRef
  16. Ayraler Taner H, Akın Sarı B, Kulaçoğlu KC, Mayalık A, Mecit H, Özekicioğlu K, Zorbaz ZO. Internet gaming disorder’s correspondence with attention deficit hyperactivity disorder and game/in-game purchases among university students. Entertainment Computing 2022;42:100486
    CrossRef
  17. Rodrigo-Yanguas M, González-Tardón C, Bella-Fernández M, Blasco-Fontecilla H. Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review. Frontiers in Psychiatry 2022;13
    CrossRef
  18. Mendez-Encinas D, Sujar A, Bayona S, Delgado-Gomez D. Attention and impulsivity assessment using virtual reality games. Scientific Reports 2023;13(1)
    CrossRef
  19. Ren J, Xu W, Liu Z. The Impact of Educational Games on Learning Outcomes. International Journal of Game-Based Learning 2024;14(1):1
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.5997):

  1. Kanaki K, Kalogiannakis M, Stamovlasis D. Handbook of Research on Tools for Teaching Computational Thinking in P-12 Education. 2020. chapter 5:104
    CrossRef
  2. Crepaldi M, Colombo V, Baldassini D, Mottura S, Antonietti A. Virtual Reality and Augmented Reality. 2017. Chapter 11:167
    CrossRef
  3. Kanaki K, Kalogiannakis M, Stamovlasis D. Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom. 2022. chapter 24:488
    CrossRef
  4. Gebhard P, Tsovaltzi D, Schneeberger T, Nunnari F. The Handbook on Socially Interactive Agents. 2022. :527
    CrossRef