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

Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

Journals

  1. Forman E, Manasse S, Dallal D, Crochiere R, Loyka C, Butryn M, Juarascio A, Houben K. Computerized neurocognitive training for improving dietary health and facilitating weight loss. Journal of Behavioral Medicine 2019;42(6):1029 View
  2. Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644 View
  3. Peng C, Wang D, Zhang Y, Xiao J. A Visuo-Haptic Attention Training Game With Dynamic Adjustment of Difficulty. IEEE Access 2019;7:68878 View
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  5. Lumsden J, Skinner A, Coyle D, Lawrence N, Munafo M. Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques. Journal of Medical Internet Research 2017;19(11):e395 View
  6. Gros A, Bensamoun D, Manera V, Fabre R, Zacconi-Cauvin A, Thummler S, Benoit M, Robert P, David R. Recommendations for the Use of ICT in Elderly Populations with Affective Disorders. Frontiers in Aging Neuroscience 2016;8 View
  7. Biagianti B, Fisher M, Howard L, Rowlands A, Vinogradov S, Woolley J. Feasibility and preliminary efficacy of remotely delivering cognitive training to people with schizophrenia using tablets. Schizophrenia Research: Cognition 2017;10:7 View
  8. Виниченко М, Vinichenko M, Караксони П, Karaksoni P, Ли Н, Li N. Development of the Training System and Human Reserve. Management of the Personnel and Intellectual Resources in Russia 2018;7(5):30 View
  9. Notebaert L, Grafton B, Clarke P, Rudaizky D, Chen N, MacLeod C. Emotion-in-Motion, a Novel Approach for the Modification of Attentional Bias: An Experimental Proof-of-Concept Study. JMIR Serious Games 2018;6(4):e10993 View
  10. Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Gamifying a BCSS: rehearsal and reflection in reinforcing a health message response. Behaviour & Information Technology 2020;39(11):1192 View
  11. Wentink M, Meesters J, Berger M, de Kloet A, Stevens E, Band G, Kromme C, Wolterbeek R, Goossens P, Vliet Vlieland T. Adherence of stroke patients with an online brain training program: the role of health professionals’ support. Topics in Stroke Rehabilitation 2018:1 View
  12. Vugts M, Zedlitz A, Joosen M, Vrijhoef H. Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation. Journal of Medical Internet Research 2020;22(3):e14766 View
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  14. Bégel V, Seilles A, Dalla Bella S. Rhythm Workers. Music & Science 2018;1 View
  15. Friehs M, Dechant M, Vedress S, Frings C, Mandryk R. Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments. JMIR Serious Games 2020;8(3):e17810 View
  16. Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802 View
  17. Zhang M, Ying J, Song G, Fung D, Smith H. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review. JMIR Mental Health 2018;5(4):e11640 View
  18. Walker L, Chambers C, Veling H, Lawrence N. Cognitive and environmental interventions to encourage healthy eating: evidence-based recommendations for public health policy. Royal Society Open Science 2019;6(10):190624 View
  19. Dassen F, Houben K, Van Breukelen G, Jansen A. Gamified working memory training in overweight individuals reduces food intake but not body weight. Appetite 2018;124:89 View
  20. Mukherjee D, Bhavnani S, Swaminathan A, Verma D, Parameshwaran D, Divan G, Dasgupta J, Sharma K, Thiagarajan T, Patel V. Proof of Concept of a Gamified DEvelopmental Assessment on an E-Platform (DEEP) Tool to Measure Cognitive Development in Rural Indian Preschool Children. Frontiers in Psychology 2020;11 View
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  28. Walton C, Keegan R, Martin M, Hallock H. The Potential Role for Cognitive Training in Sport: More Research Needed. Frontiers in Psychology 2018;9 View
  29. Margolis A, Kuravsky L, Artemenkov S, Voitov V, Shepeleva E, Gavrilova E, Ermakov S. Analysis of statistical dependencies between intellectual characteristics and gaming ability, measured with the aid of a computer game. International Journal of Modeling, Simulation, and Scientific Computing 2020;11(06):2050066 View
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  37. Karousou A, Nerantzaki T. Phonological memory training and its effect on second language vocabulary development. Second Language Research 2022;38(1):31 View
  38. McKinney T, Euler M, Butner J. It’s about time: The role of temporal variability in improving assessment of executive functioning. The Clinical Neuropsychologist 2020;34(4):619 View
  39. Dymora , Niemiec . Gamification as a Supportive Tool for School Children with Dyslexia. Informatics 2019;6(4):48 View
  40. Akoodie Y. Gamification in psychological assessment in South Africa: A narrative review. African Journal of Psychological Assessment 2020;2 View
  41. Santos J, Vairinhos M, Jesus L. Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype. JMIR Serious Games 2019;7(4):e13861 View
  42. Dietel F, Möbius M, Steinbach L, Dusend C, Wilhelm S, Buhlmann U. Effects of induced appearance-related interpretation bias: A test of the cognitive-behavioral model of body dysmorphic disorder. Journal of Behavior Therapy and Experimental Psychiatry 2018;61:180 View
  43. Fabbri L, Mosca I, Gerli F, Martini L, Pancani S, Lucidi G, Savazzi F, Baglio F, Vannetti F, Macchi C. The Games for Older Adults Active Life (GOAL) Project for People With Mild Cognitive Impairment and Vascular Cognitive Impairment: A Study Protocol for a Randomized Controlled Trial. Frontiers in Neurology 2019;9 View
  44. Thirkettle M, Lewis J, Langdridge D, Pike G. A Mobile App Delivering a Gamified Battery of Cognitive Tests Designed for Repeated Play (OU Brainwave): App Design and Cohort Study. JMIR Serious Games 2018;6(4):e10519 View
  45. Gray S, Robertson J, Manches A, Rajendran G. BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function. International Journal of Human-Computer Studies 2019;127:124 View
  46. van de Weijer S, Kuijf M, de Vries N, Bloem B, Duits A. Do-It-Yourself Gamified Cognitive Training: Viewpoint. JMIR Serious Games 2019;7(2):e12130 View
  47. Bonnechère B, Bier J, Van Hove O, Sheldon S, Samadoulougou S, Kirakoya-Samadoulougou F, Klass M. Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study. JMIR Serious Games 2020;8(2):e17121 View
  48. Aeberhard A, Gschwind L, Kossowsky J, Luksys G, Papassotiropoulos A, de Quervain D, Vogler C. Introducing COSMOS: a Web Platform for Multimodal Game-Based Psychological Assessment Geared Towards Open Science Practice. Journal of Technology in Behavioral Science 2019;4(3):234 View
  49. Greisen M, Hornung C, Baudson T, Muller C, Martin R, Schiltz C. Taking Language out of the Equation: The Assessment of Basic Math Competence Without Language. Frontiers in Psychology 2018;9 View
  50. Nah F, Eschenbrenner B, Claybaugh C, Koob P. Gamification of Enterprise Systems. Systems 2019;7(1):13 View
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  52. Toki E, Fakitsa P, Drosos K, Pange J, Siafaka V, Karampas A, Petrikis P. Pragmatics Communication Deficiencies and the Role of Gamification. The European Journal of Social & Behavioural Sciences 2018;22(2):73 View
  53. Mahncke H, Kim S, Rose A, Stasio C, Buckley P, Caroff S, Duncan E, Yasmin S, Jarskog L, Lamberti J, Nuechterlein K, Strassnig M, Velligan D, Ventura J, Walker T, Stroup T, Keefe R. Evaluation of a plasticity-based cognitive training program in schizophrenia: Results from the eCaesar trial. Schizophrenia Research 2019;208:182 View
  54. Vugts M, Joosen M, Mert A, Zedlitz A, Vrijhoef H. Effectiveness of Serious Gaming During the Multidisciplinary Rehabilitation of Patients With Complex Chronic Pain or Fatigue: Natural Quasi-Experiment. Journal of Medical Internet Research 2018;20(8):e250 View
  55. Zhang L, Shang J, Pelton T, Pelton L. Supporting primary students' learning of fraction conceptual knowledge through digital games. Journal of Computer Assisted Learning 2020;36(4):540 View
  56. Biagianti B, Fisher M, Brandrett B, Schlosser D, Loewy R, Nahum M, Vinogradov S. Development and testing of a web-based battery to remotely assess cognitive health in individuals with schizophrenia. Schizophrenia Research 2019;208:250 View
  57. Bhavnani S, Mukherjee D, Dasgupta J, Verma D, Parameshwaran D, Divan G, Sharma K, 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 View
  58. Tong T, Chignell M, DeGuzman C. Using a serious game to measure executive functioning: Response inhibition ability. Applied Neuropsychology: Adult 2021;28(6):673 View
  59. Martin N, Capman J, Boyce A, Morgan K, Gonzalez M, Adler S. New frontiers in cognitive ability testing: working memory. Journal of Managerial Psychology 2020;35(4):193 View
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  61. Bernecker K, Ninaus M. No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks. Computers in Human Behavior 2021;114:106542 View
  62. Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez J, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187 View
  63. Forman E, Goldstein S, Flack D, Evans B, Manasse S, Dochat C. Promising technological innovations in cognitive training to treat eating-related behavior. Appetite 2018;124:68 View
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  66. Margolis A, Kuravsky L, Voitov V, Gavrilova E, Ermakov S, Petrova G, Shepeleva E, Yurkevich V. Intelligence, creativity, and ‘PLines’ computer game performance by middle school age students. Experimental Psychology (Russia) 2020;13(1):122 View
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  68. Vervaeke J, Hoorelbeke K, Baeken C, Van Looy J, Koster E. Transfer and Motivation After Cognitive Control Training for Remitted Depression in Healthy Sample. Journal of Cognitive Enhancement 2020;4(1):49 View
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  83. Kimura K, Moussavi Z. Do Older and Young Adults Learn to Integrate Geometry While Navigating in an Environment of a Serious Game?. Neuroscience Insights 2021;16:263310552098886 View
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  92. Schroeder P, Lohmann J, Ninaus M. Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity. JMIR Serious Games 2021;9(1):e25063 View
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  97. Wiley K, Robinson R, Mandryk R. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review. JMIR Serious Games 2021;9(3):e26449 View
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  120. Bastardo R, Pavão J, Martins A, Silva A, Rocha N. A Scoping Review of Digital Solutions that Might be Used as Cognitive Screening Instruments of Community-Dwelling Older Adults. Procedia Computer Science 2022;196:956 View
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  124. Mouchabac S, Maatoug R, Conejero I, Adrien V, Bonnot O, Millet B, Ferreri F, Bourla A. In Search of Digital Dopamine: How Apps Can Motivate Depressed Patients, a Review and Conceptual Analysis. Brain Sciences 2021;11(11):1454 View
  125. Hu Y, Urakami J, Wei H, Vomberg L, Chignell M. Longitudinal analysis of sustained performance on gamified cognitive assessment tasks. Applied Neuropsychology: Adult 2022:1 View
  126. Raj K, Segrave R, Verdéjo-Garcia A, Yücel M. Cognitive inflexibility and repetitive habitual actions are associated with problematic use of the internet. Addictive Behaviors 2023;139:107600 View
  127. Bernini S, Panzarasa S, Quaglini S, Costa A, Picascia M, Cappa S, Cerami C, Tassorelli C, Vecchi T, Bottiroli S. HomeCoRe system for telerehabilitation in individuals at risk of dementia: A usability and user experience study. Frontiers in Medicine 2023;10 View
  128. Wadsley C, Cirillo J, Nieuwenhuys A, Byblow W. Comparing anticipatory and stop-signal response inhibition with a novel, open-source selective stopping toolbox. Experimental Brain Research 2023;241(2):601 View
  129. Gielis K, Vanden Abeele M, Verbert K, Tournoy J, De Vos M, Vanden Abeele V. Detecting Mild Cognitive Impairment via Digital Biomarkers of Cognitive Performance Found in Klondike Solitaire: A Machine-Learning Study. Digital Biomarkers 2021;5(1):44 View
  130. Prasch J, Neelim A, Carbon C, Schoormans J, Blijlevens J. An application of the dual identity model and active categorization to increase intercultural closeness. Frontiers in Psychology 2022;13 View
  131. Tarng W, Pan I, Ou K. Effectiveness of Virtual Reality on Attention Training for Elementary School Students. Systems 2022;10(4):104 View
  132. Bonefont V, Carbino B, Zakerzadeh R. Addressing Test Anxiety Using Game-Based Assessment. Biomedical Engineering Education 2022;2(2):319 View
  133. FİDAN A, GÜNEŞ H, KARAKUS T. Investigating the Digital Parenting Behaviors of Parents on Children’s Digital Game Play. Cukurova University Faculty of Education Journal 2021;50(2):833 View
  134. Willis C, Powell-Rudy T, Colley K, Prasad J. Examining the Use of Game-Based Assessments for Hiring Autistic Job Seekers. Journal of Intelligence 2021;9(4):53 View
  135. Harman J, Brown K. Illustrating a narrative: A test of game elements in game‐like personality assessment. International Journal of Selection and Assessment 2022;30(1):157 View
  136. Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Protocol for a Randomized, Double-blind, Placebo-Controlled Trial. JMIR Research Protocols 2022;11(1):e32359 View
  137. Lubbe D, Petri P. Cognitive Dyadic Measurements: A Game-Changer? Construction and First Validation of Three Cognitively Demanding Competitive Tasks. Journal of Psychoeducational Assessment 2023;41(3):247 View
  138. White B, Martin A, White J. Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. The Lancet Regional Health - Western Pacific 2023;35:100528 View
  139. Gallagher R, Kessler K, Bramham J, Dechant M, Friehs M. A proof-of-concept study exploring the effects of impulsivity on a gamified version of the stop-signal task in children. Frontiers in Psychology 2023;14 View
  140. Wang P, Fang Y, Qi J, Li H. FISHERMAN: A Serious Game for Executive Function Assessment of Older Adults. Assessment 2023;30(5):1499 View
  141. Minian N, Saiva A, Gayapersad A, Dragonetti R, Proulx C, Debergue P, Lecce J, Hussain S, Desjardins E, Selby P. Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study. JMIR Formative Research 2022;6(5):e36820 View
  142. Redlinger E, Glas B, Rong Y. Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment. JMIR Serious Games 2022;10(2):e35295 View
  143. Chaldogeridis A, Tsiatsos T. Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review. Applied Sciences 2022;12(19):9785 View
  144. Wilkinson A, Tong T, Zare A, Kanik M, Chignell M. Monitoring Health Status in Long Term Care Through the Use of Ambient Technologies and Serious Games. IEEE Journal of Biomedical and Health Informatics 2018;22(6):1807 View
  145. Knöbel S, Lautenbach F. An assist for cognitive diagnostics in soccer (Part II): Development and validation of a task to measure working memory in a soccer-specific setting. Frontiers in Psychology 2023;13 View
  146. Liou G, Bonner C, Tay L. A psychometric view of technology-based assessments. International Journal of Testing 2022;22(3-4):216 View
  147. Rafner J, Biskjær M, Zana B, Langsford S, Bergenholtz C, Rahimi S, Carugati A, Noy L, Sherson J. Digital Games for Creativity Assessment: Strengths, Weaknesses and Opportunities. Creativity Research Journal 2022;34(1):28 View
  148. Karagiorgis A, Chalas N, Karagianni M, Papadelis G, Vivas A, Bamidis P, Paraskevopoulos E. Computerized Music-Reading Intervention Improves Resistance to Unisensory Distraction Within a Multisensory Task, in Young and Older Adults. Frontiers in Human Neuroscience 2021;15 View
  149. Riedmann A, Schaper P, Lugrin B. Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performance. AI & SOCIETY 2024;39(1):369 View
  150. Vita-Barrull N, Guzmán N, Estrada-Plana V, March-Llanes J, Mayoral M, Moya-Higueras J. Impact on Executive Dysfunctions of Gamification and Nongamification in Playing Board Games in Children at Risk of Social Exclusion. Games for Health Journal 2022;11(1):46 View
  151. Kuck N, Dietel F, Nohr L, Vahrenhold J, Buhlmann U. A smartphone app for the prevention and early intervention of body dysmorphic disorder: Development and evaluation of the content, usability, and aesthetics. Internet Interventions 2022;28:100521 View
  152. Bermón Angarita L, Prieto Taborda M. Videojuego para evaluar el grado de déficit de atención e hiperactividad en niños. Revista Virtual Universidad Católica del Norte 2022;(65):137 View
  153. Minihan S, Songco A, Andrews J, Grunewald K, Werner-Seidler A, Blakemore S, Christensen H, Fox E, Goodyer I, Raffe W, Schweizer S. Development of a gamified cognitive training app “Social Brain Train” to enhance adolescent mental health: a participatory design study protocol. Wellcome Open Research 2022;7:21 View
  154. Safiee L, Rough D, Whitford H. Barriers to and Facilitators of Using eHealth to Support Gestational Diabetes Mellitus Self-management: Systematic Literature Review of Perceptions of Health Care Professionals and Women With Gestational Diabetes Mellitus. Journal of Medical Internet Research 2022;24(10):e39689 View
  155. Menestrina Z, Pasqualotto A, Siesser A, Venuti P, De Angeli A. Engaging Children in Story Co-Creation for Effective Serious Games. Sustainability 2021;13(18):10334 View
  156. Trapp W, Heid A, Röder S, Wimmer F, Hajak G. Cognitive Remediation in Psychiatric Disorders: State of the Evidence, Future Perspectives, and Some Bold Ideas. Brain Sciences 2022;12(6):683 View
  157. Kamenskaya V, Tomanov L. Digital Technologies and their Impact on the Social and Psychological Characteristics of Adolecsents. Experimental Psychology (Russia) 2022;15(1):139 View
  158. Bolt G, Piercy H, Barnett A, Manning V. ‘A circuit breaker’ – Interrupting the alcohol autopilot: A qualitative exploration of participants’ experiences of a personalised mHealth approach bias modification intervention for alcohol use. Addictive Behaviors Reports 2022;16:100471 View
  159. Tünnermann J, Kristjánsson Á, Petersen A, Schubö A, Scharlau I. Advances in the application of a computational Theory of Visual Attention (TVA): Moving towards more naturalistic stimuli and game-like tasks. Open Psychology 2022;4(1):27 View
  160. Chua L, Chung Y, Bellard D, Swan L, Gobreial N, Romano A, Glatt R, Bonaguidi M, Lee D, Jin Y, Liu C, Fisher B. Gamified Dual-Task Training for Individuals with Parkinson Disease: An Exploratory Study on Feasibility, Safety, and Efficacy. International Journal of Environmental Research and Public Health 2021;18(23):12384 View
  161. Khaleghi A, Aghaei Z, Hosseinnia F. Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application. Entertainment Computing 2022;43:100504 View
  162. Rosa A, Martins A, Cerqueira M, Santos M, Silva A, Rocha N. Applying the Nominal Group Technique for the Conceptual Validation of ehealth Solutions. Procedia Computer Science 2023;219:1240 View
  163. Guimarães V, Sousa I, Bruin E, Pais J, Correia M. Using shoe-mounted inertial sensors and stepping exergames to assess the motor-cognitive status of older adults: A correlational study. DIGITAL HEALTH 2023;9:205520762311670 View
  164. Veraksa N, Aslanova M, Tarasova K, Klimenko V. Technique for Diagnosing Cognitive Flexibility in Preschoolers: Comparison of Blank and Digital Forms. RUDN Journal of Psychology and Pedagogics 2023;20(1):105 View
  165. Krishnan S, Blebil A, Dujaili J, Chuang S, Lim A. Implementation of a hepatitis-themed virtual escape room in pharmacy education: A pilot study. Education and Information Technologies 2023;28(11):14347 View
  166. Burlacu M, Coman C, Bularca M. Blogged into the System: A Systematic Review of the Gamification in e-Learning before and during the COVID-19 Pandemic. Sustainability 2023;15(8):6476 View
  167. Gallen C, Schachtner J, Anguera-Singla R, Anguera J, Gazzaley A. Influence of game features on attention in adults. Frontiers in Psychology 2023;14 View
  168. Dieciuc M, Zhang S, Gray N, Lustria M, Carr D, Charness N, Boot W, Bowers B. Terms of Engagement: Understanding the Motivations, Preferences, and Attitudes of Older Adults Toward Mobile Cognitive Assessment and Training. The Gerontologist 2024;64(2) View
  169. He F, Qi Y, Zhou Y, Cao A, Yue X, Fang S, Zheng Y. Meta-analysis of the efficacy of digital therapies in children with attention-deficit hyperactivity disorder. Frontiers in Psychiatry 2023;14 View
  170. Mendez-Encinas D, Sujar A, Bayona S, Delgado-Gomez D. Attention and impulsivity assessment using virtual reality games. Scientific Reports 2023;13(1) View
  171. Naets T, Vermeiren E, Vervoort L, Van Eyck A, Ysebaert M, Verhulst S, De Winter B, Van Hoorenbeeck K, Bruyndonckx L, Tanghe A, De Guchtenaere A, Verbeken S, Braet C. Self-control training supplementing inpatient multidisciplinary obesity treatment in children and adolescents. Behaviour Research and Therapy 2023;167:104335 View
  172. Tong K, Chan Y, Cheng X, Cheon B, Ellefson M, Fauziana R, Feng S, Fischer N, Gulyás B, Hoo N, Hung D, Kalaivanan K, Langley C, Lee K, Lee L, Lee T, Melani I, Melia N, Pei J, Raghani L, Sam Y, Seow P, Suckling J, Tan Y, Teo C, Uchiyama R, Yap H, Christopoulos G, Hendriks H, Chen A, Robbins T, Sahakian B, Kourtzi Z, Leong V, Dey A. Study protocol: How does cognitive flexibility relate to other executive functions and learning in healthy young adults?. PLOS ONE 2023;18(7):e0286208 View
  173. Ninaus M, Cortez R, Hazin I, Kiili K, Wortha S, Klein E, Weiss E, Moeller K. The added value of game elements: better training performance but comparable learning gains. Educational technology research and development 2023;71(5):1917 View
  174. Frolli A, Cerciello F, Esposito C, Russo M, Bisogni F. Learning Italian as a Second Language in a Sample of Ukrainian Children: A Game-Based Learning Approach. Pediatric Reports 2023;15(3):502 View
  175. Schweizer S, Leung J, Trender W, Kievit R, Hampshire A, Blakemore S. Changes in affective control covary with changes in mental health difficulties following affective control training (AffeCT) in adolescents. Psychological Medicine 2023:1 View
  176. Louw J, van Heerden A, Broodryk M, White L, Olivier L, Tomlinson M. Computer-based cognitive training for cognitive development of alcohol-exposed children in South Africa: a feasibility randomised control trial. South African Journal of Psychology 2023;53(4):457 View
  177. Hu Y, Wei H, Chignell M. Impact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks. Computers in Human Behavior 2023;149:107952 View
  178. Phillips C, McVey A, Tian J, Stephan A, Davis W, Aflagah E, Ross L. Feasibility of a pilot dyadic randomized controlled trial testing the effects of three behavioral interventions on older adults’ cognitive, physical and everyday function. Frontiers in Aging 2023;4 View
  179. Lee R, Albertella L, Christensen E, Suo C, Segrave R, Brydevall M, Kirkham R, Liu C, Fontenelle L, Chamberlain S, Rotaru K, Yücel M. A Novel, Expert-Endorsed, Neurocognitive Digital Assessment Tool for Addictive Disorders: Development and Validation Study. Journal of Medical Internet Research 2023;25:e44414 View
  180. Christensen E, Albertella L, Chamberlain S, Brydevall M, Suo C, Grant J, Yücel M, Lee R. The neurocognitive correlates of non-substance addictive behaviors. Addictive Behaviors 2024;150:107904 View
  181. Pedersen M, Díaz C, Wang Q, Alba‐Marrugo M, Amidi A, Basaiawmoit R, Bergenholtz C, Christiansen M, Gajdacz M, Hertwig R, Ishkhanyan B, Klyver K, Ladegaard N, Mathiasen K, Parsons C, Rafner J, Villadsen A, Wallentin M, Zana B, Sherson J. Measuring Cognitive Abilities in the Wild: Validating a Population‐Scale Game‐Based Cognitive Assessment. Cognitive Science 2023;47(6) View
  182. Fernandez M, Rebon-Ortiz F, Saura-Carrasco M, Climent G, Diaz-Orueta U. Ice Cream: new virtual reality tool for the assessment of executive functions in children and adolescents: a normative study. Frontiers in Psychology 2023;14 View
  183. Décaillet M, Denervaud S, Huguenin-Virchaux C, Besuchet L, Bickle-Graz M, Fischer-Fumeaux C, Schneider J. Executive functions assessment in very preterm children at school age: A pilot study about a clinical and experimental approach. Applied Neuropsychology: Child 2023:1 View
  184. Viñas-Guasch N, Chia P, Yap M, Wu C, Chen S. Cognitive pediatric tele-assessment: a scoping review. Frontiers in Psychology 2023;14 View
  185. Walker K, Carrigan E, Coppola M. Early access to language supports number mapping skills in deaf children. Journal of Deaf Studies and Deaf Education 2023;29(1):1 View
  186. Kirkham R, Kooijman L, Albertella L, Myles D, Yücel M, Rotaru K. Immersive Virtual Reality–Based Methods for Assessing Executive Functioning: Systematic Review. JMIR Serious Games 2024;12:e50282 View
  187. Aschentrup L, Steimer P, Dadaczynski K, Mc Call T, Fischer F, Wrona K. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 2024;24(1) View
  188. Kushnir A, Kachmar O, Bonnechère B. STASISM: A Versatile Serious Gaming Multi-Sensor Platform for Personalized Telerehabilitation and Telemonitoring. Sensors 2024;24(2):351 View
  189. Moulaei K, Sharifi H, Bahaadinbeigy K, Dinari F. Efficacy of virtual reality-based training programs and games on the improvement of cognitive disorders in patients: a systematic review and meta-analysis. BMC Psychiatry 2024;24(1) View
  190. Mejía C, Herrera-Marmolejo A, Rosero-Pérez M, Quimbaya J, Cardona J. Design of a video game for assessment of executive functions in deaf and hearing children. Applied Neuropsychology: Child 2024:1 View
  191. Freichel R, Christensen E, Mrkonja L, de Jong P, Cousijn J, Franken I, Yücel M, Lee R, Veer I, Albertella L, Wiers R. Attentional Biases and Their Association with Substance-Use-Related Problems and Addictive Behaviors: The Utility of a Gamified Value-Modulated Attentional Capture Task. Addictive Behaviors Reports 2024;19:100534 View
  192. Teruel M, Sanchis J, Ruiz-Robledillo N, Albaladejo-Blázquez N, Ferrer-Cascales R, Trujillo J. Measuring attention of ADHD patients by means of a computer game featuring biometrical data gathering. Heliyon 2024;10(5):e26555 View
  193. Orsega‐Smith E, Ruggiero L, Getchell N, Barmaki R, Nichols A, Varghese J, DeLauder R, Koiler R. Digital Health Games for Older Adults: Development, Implementation, and Programmatic Implications of Health Game Use in Senior Centers. Journal of Elder Policy 2023;2(3):127 View
  194. Bolt G, Piercy H, Bradshaw J, Manning V. Smartphone‐delivered approach bias modification for reducing harmful drinking amongst middle–older age adults: Secondary analyses of a single‐arm pilot study. Drug and Alcohol Review 2024;43(4):956 View
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  196. Magno M, Martins A, Pais J, Silva A, Rocha N. Diagnostic Accuracy of Digital Solutions for Screening for Cognitive Impairment: A Systematic Review and Meta-Analysis. Applied Sciences 2024;14(6):2640 View
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Books/Policy Documents

  1. Narimani A, Khaleghi A, Haedar H, Semnani F. Internet of Things, Infrastructures and Mobile Applications. View
  2. Dobosz K, Dobosz M, Wojaczek M. Computers Helping People with Special Needs. View
  3. Soltanlou M, Jung S, Roesch S, Ninaus M, Brandelik K, Heller J, Grust T, Nuerk H, Moeller K. Informational Environments. View
  4. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. View
  5. Godwin K, Lomas D, Koedinger K, Fisher A. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. View
  6. Ninaus M, Kiili K, McMullen J, Moeller K. Games and Learning Alliance. View
  7. Eiler T, Grünewald A, Wahl M, Brück R. Computer Vision, Imaging and Computer Graphics Theory and Applications. View
  8. Martini L, Fabbri L, Pancani S, Mosca I, Gerli F, Vannetti F. Converging Clinical and Engineering Research on Neurorehabilitation III. View
  9. Gul A, Uz Bilgin C. Handbook of Research on Adult Learning in Higher Education. View
  10. O’Caoimh R, Molloy D, Fitzgerald C, Van Velsen L, Cabrita M, Nassabi M, de Vette F, van Weering M, Jansen-Kosterink S, Kenter W, Frazer S, Rauter A, Turkman A, Antunes M, Turkman F, Silva M, Martins A, Costa H, Albuquerque T, Ferreira A, Scherillo M, De Luca V, Abete P, Colao A, García-Rudolph A, Sanchez-Carrion R, Sánchez J, Gomez Aguilera E, Illario M, Hermens H, Vollenbroek-Hutten M. Information and Communication Technologies for Ageing Well and e-Health. View
  11. Loachamín-Valencia M, Juan M, Méndez-López M, Pérez-Hernández E. Advances in Computer Entertainment Technology. View
  12. Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. View
  13. Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Persuasive Technology. View
  14. Rist T, Seiderer A, André E. Entertainment Computing – ICEC 2018. View
  15. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. View
  16. Boendermaker W, Peeters M, Prins P, Wiers R. Serious Games and Edutainment Applications. View
  17. Groznik V, Sadikov A. Augmented Reality Games II. View
  18. Khaleghi A, Heydari F, Takhttavani M, Haedar H, Soltaninezhad A. Internet of Things, Infrastructures and Mobile Applications. View
  19. Coelho L, Reis S. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  20. Simões-Silva V, Gregório S, Luz T, Lapa A, Marques A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  21. Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  22. Korkut S, Mele E, Cantoni L. Handbook of e-Tourism. View
  23. Gul A, Uz Bilgin C. Research Anthology on Adult Education and the Development of Lifelong Learners. View
  24. Ciornei C. New Trends and Challenges in Information Science and Information Seeking Behaviour. View
  25. Bastardo R, Pavão J, Martins A, Silva A, Rocha N. Digital Science. View
  26. Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Research Anthology on Game Design, Development, Usage, and Social Impact. View
  27. Nabors L, Adabla S, Paul A, Toledano-Toledano F. Resilient Children. View
  28. Schöb S, Koschorreck J, Biel C, Brandt P. Digitale Lernwelten – Serious Games und Gamification. View
  29. Korkut S, Mele E, Cantoni L. Handbook of e-Tourism. View
  30. Cowley B, Charles D, Pfuhl G, Rusanen A. AI in Learning: Designing the Future. View
  31. Chabbi H, Ingram S, Hofmann F, Ngyuen V, Khazaal Y. HCI in Games. View
  32. Aneni K, Gomati de la Vega I, Jiao M, Funaro M, Fiellin L. Game-Based Learning in Education and Health Part B. View
  33. Rocha N, Bastardo R, Pavão J, Gago B. Handbook of Research on Decision-Making Capabilities Improvement With Serious Games. View
  34. Yang J, Jiang R, Ding H, Au R, Chen J, Li C, An N. HCI International 2023 – Late Breaking Papers. View
  35. Bastardo R, Pavão J, Gago B, Rocha N. Information Systems and Technologies. View