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
  4. Lee K, Jeong D, Schindler R, Hlavaty L, Gross S, Short E. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation. Frontiers in Pediatrics 2018;6 View
  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
  13. Paraskevopoulos E, Chalas N, Karagiorgis A, Karagianni M, Styliadis C, Papadelis G, Bamidis P. Aging Effects on the Neuroplastic Attributes of Multisensory Cortical Networks as Triggered by a Computerized Music Reading Training Intervention. Cerebral Cortex 2021;31(1):123 View
  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
  21. Ninaus M, Kiili K, McMullen J, Moeller K. Assessing fraction knowledge by a digital game. Computers in Human Behavior 2017;70:197 View
  22. Margolis A, Kuravsky L, Shepeleva E, Gavrilova E, Petrova G, Voitov V, Yurkevich V, Ermakov S. Potential of the computer game «Plines» as a tool for differentiating the cognitive abilities of schoolchildren. Journal of Modern Foreign Psychology 2018;7(3):38 View
  23. Van de Weijer S, Hommel A, Bloem B, Nonnekes J, De Vries N. Promising non-pharmacological therapies in PD: Targeting late stage disease and the role of computer based cognitive training. Parkinsonism & Related Disorders 2018;46:S42 View
  24. Gignac G, Bartulovich A, Salleo E. Maximum effort may not be required for valid intelligence test score interpretations. Intelligence 2019;75:73 View
  25. Intarasirisawat J, Ang C, Efstratiou C, Dickens L, Page R. Exploring the Touch and Motion Features in Game-Based Cognitive Assessments. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2019;3(3):1 View
  26. Peñuelas-Calvo I, Jiang-Lin L, Girela-Serrano B, Delgado-Gomez D, Navarro-Jimenez R, Baca-Garcia E, Porras-Segovia A. Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review. European Child & Adolescent Psychiatry 2022;31(1):5 View
  27. Pallavicini F, Ferrari A, Mantovani F. Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology 2018;9 View
  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
  30. Harvey P, Balzer A, Kotwicki R. Training engagement, baseline cognitive functioning, and cognitive gains with computerized cognitive training: A cross-diagnostic study. Schizophrenia Research: Cognition 2020;19:100150 View
  31. Jayasinghe H, Short C, Braunack-Mayer A, Merkin A, Hume C. Evidence Regarding Automatic Processing Computerized Tasks Designed For Health Interventions in Real-World Settings Among Adults: Systematic Scoping Review. Journal of Medical Internet Research 2020;22(7):e17915 View
  32. Klein R, Hassan T, Wilson G, Ishigami Y, Mulle J. The AttentionTrip: A game-like tool for measuring the networks of attention. Journal of Neuroscience Methods 2017;289:99 View
  33. Zhang M, Ying J, Ho R. Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review. JMIR Research Protocols 2018;7(10):e10154 View
  34. Ferreira-Brito F, Fialho M, Virgolino A, Neves I, Miranda A, 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 View
  35. Gómez-Tello M, Rosetti M, Galicia-Alvarado M, Maya C, Apiquian R. Neuropsychological screening with TOWI: Performance in 6- to 12-year-old children. Applied Neuropsychology: Child 2022;11(2):115 View
  36. Naets T, Vervoort L, Tanghe A, Braet C. Adherence and barriers in e‐health self‐control training for enhancing childhood multidisciplinary obesity treatment. Clinical Psychology & Psychotherapy 2020;27(1):42 View
  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 P, Niemiec K. 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
  51. Forman E, Manasse S, Dallal D, Crochiere R, Berry M, Butryn M, Juarascio A. Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program. Translational Behavioral Medicine 2021;11(4):1015 View
  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
  60. Krohn S, Tromp J, Quinque E, Belger J, Klotzsche F, Rekers S, Chojecki P, de Mooij J, Akbal M, McCall C, Villringer A, Gaebler M, Finke C, Thöne-Otto A. Multidimensional Evaluation of Virtual Reality Paradigms in Clinical Neuropsychology: Application of the VR-Check Framework. Journal of Medical Internet Research 2020;22(4):e16724 View
  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
  64. Sardi L, Idri A, Fernández-Alemán J. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31 View
  65. Fornasini S, Dianti M, Bacchiega A, Forti S, Conforti D. Using Geocaching to Promote Active Aging: Qualitative Study. Journal of Medical Internet Research 2020;22(6):e15339 View
  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
  67. Antonaci A, Klemke R, Specht M. The Effects of Gamification in Online Learning Environments: A Systematic Literature Review. Informatics 2019;6(3):32 View
  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
  69. Walton C, Lampit A, Boulamatsis C, Hallock H, Barr P, Ginige J, Brodaty H, Chau T, Heffernan M, Sachdev P, Fiatarone Singh M, Valenzuela M. Design and Development of the Brain Training System for the Digital “Maintain Your Brain” Dementia Prevention Trial. JMIR Aging 2019;2(1):e13135 View
  70. Zakaria Z, Binti Rosli D. ADAPTION OF THE GAMIFICATION HEXAD PLAYER TYPES AND COGNITIVE AWARENESS IN AN ENGINEERING STUDENT. Humanities & Social Sciences Reviews 2019;7(5):626 View
  71. Tziraki C, Berenbaum R, Gross D, Abikhzer J, Ben-David B. Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study. JMIR Serious Games 2017;5(3):e16 View
  72. Flynn R, Colón-Acosta N, Zhou J, Bower J. A Game-Based Repeated Assessment for Cognitive Monitoring: Initial Usability and Adherence Study in a Summer Camp Setting. Journal of Autism and Developmental Disorders 2019;49(5):2003 View
  73. Vugts M, Joosen M, Mert A, Zedlitz A, Vrijhoef H. Serious gaming during multidisciplinary rehabilitation for patients with complex chronic pain or fatigue complaints: study protocol for a controlled trial and process evaluation. BMJ Open 2017;7(6):e016394 View
  74. Idriss M, Tannous H, Istrate D, Perrochon A, Salle J, Ho Ba Tho M, Dao T. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders. JMIR Serious Games 2017;5(3):e14 View
  75. Intarasirisawat J, Ang C, Efstratiou C, Dickens L, Sriburapar N, Sharma D, Asawathaweeboon B. An Automated Mobile Game-based Screening Tool for Patients with Alcohol Dependence. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2020;4(3):1 View
  76. Peters H, Kyngdon A, Stillwell D. Construction and validation of a game-based intelligence assessment in minecraft. Computers in Human Behavior 2021;119:106701 View
  77. Butler S, Runge M, Milad M. A Game Show–Based Curriculum for Teaching Principles of Reproductive Infectious Disease (GBS PRIDE Trial). Southern Medical Journal 2020;113(11):531 View
  78. Martins P, Barbosa-Pereira D, Valgas-Costa M, Mansur-Alves M. Item analysis of the Child Neuropsychological Assessment Test (TENI): Classical test theory and item response theory. Applied Neuropsychology: Child 2022;11(3):339 View
  79. Aubert A, Friedrich M, Triberti S. Gamifying quantitative face-to-face interviews in rural India: An empirical evaluation based on the basic psychological needs theory. PLOS ONE 2021;16(1):e0244077 View
  80. Wan B, Wang Q, Su K, Dong C, Song W, Pang M. Measuring the Impacts of Virtual Reality Games on Cognitive Ability Using EEG Signals and Game Performance Data. IEEE Access 2021;9:18326 View
  81. Drakopoulos G, Voutos Y, Mylonas P. Annotation-Assisted Clustering of Player Profiles in Cultural Games: A Case for Tensor Analytics in Julia. Big Data and Cognitive Computing 2020;4(4):39 View
  82. Bignardi G, Dalmaijer E, Anwyl-Irvine A, Astle D. Collecting big data with small screens: Group tests of children’s cognition with touchscreen tablets are reliable and valid. Behavior Research Methods 2021;53(4):1515 View
  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 View
  84. Di Meco A, Bennett J, Batchelor J, Chekaluk E, Andrews E, Habib J. The role of cognition for identifying unsafe young drivers. Safety Science 2021;138:105099 View
  85. Brons A, de Schipper A, Mironcika S, Toussaint H, Schouten B, Bakkes S, Kröse B. Assessing Children’s Fine Motor Skills With Sensor-Augmented Toys: Machine Learning Approach. Journal of Medical Internet Research 2021;23(4):e24237 View
  86. Lin Y, Mao H, Lin K, Tang Y, Yang C, Chou J. Development and Evaluation of a Computer Game Combining Physical and Cognitive Activities for the Elderly. IEEE Access 2020;8:216822 View
  87. Manasse S, Lampe E, Juarascio A, Zhu J, Forman E. Using virtual reality to train inhibitory control and reduce binge eating: A proof-of-concept study. Appetite 2021;157:104988 View
  88. Ferreira-Brito F, Alves S, Santos O, Guerreiro T, Caneiras C, Carriço L, Verdelho A. Photo-Realistic Interactive Virtual Environments for Neurorehabilitation in Mild Cognitive Impairment (NeuroVRehab.PT): A Participatory Design and Proof-of-Concept Study. Journal of Clinical Medicine 2020;9(12):3821 View
  89. LaMonica H, Davenport T, Roberts A, Hickie I. Understanding Technology Preferences and Requirements for Health Information Technologies Designed to Improve and Maintain the Mental Health and Well-Being of Older Adults: Participatory Design Study. JMIR Aging 2021;4(1):e21461 View
  90. Jahn K, Kordyaka B, Machulska A, Eiler T, Gruenewald A, Klucken T, Brueck R, Gethmann C, Niehaves B. Individualized gamification elements: The impact of avatar and feedback design on reuse intention. Computers in Human Behavior 2021;119:106702 View
  91. Giglioli I, Carrasco-Ribelles L, Parra E, Marín-Morales J, Alcañiz Raya M. An Immersive Serious Game for the Behavioral Assessment of Psychological Needs. Applied Sciences 2021;11(4):1971 View
  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
  93. Brambilla M, Dinkelbach L, Bigler A, Williams J, Zokaei N, Cohen Kadosh R, Brem A. The Effect of Transcranial Random Noise Stimulation on Cognitive Training Outcome in Healthy Aging. Frontiers in Neurology 2021;12 View
  94. Khaleghi A, Aghaei Z, Mahdavi M. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study. JMIR Serious Games 2021;9(2):e21900 View
  95. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  96. Li M, Xu D, Ma G, Guo Q. Strong tie or weak tie? Exploring the impact of group-formation gamification mechanisms on user emotional anxiety in social commerce. Behaviour & Information Technology 2022;41(11):2294 View
  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
  98. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  99. Trapp W. “Ladies and gentlemen, please start your engines!”: why you should gamify your cognitive stimulation interventions for dementia patients. International Psychogeriatrics 2022;34(2):101 View
  100. Redlinger E, Glas B, Rong Y. Impact of screen size on cognitive training task performance: An HMD study. International Journal of Psychophysiology 2021;166:166 View
  101. McWilliams E, Barbey F, Dyer J, Islam M, McGuinness B, Murphy B, Nolan H, Passmore P, Rueda-Delgado L, Buick A. Feasibility of Repeated Assessment of Cognitive Function in Older Adults Using a Wireless, Mobile, Dry-EEG Headset and Tablet-Based Games. Frontiers in Psychiatry 2021;12 View
  102. Sipatchin A, García García M, Wahl S. Target Maintenance in Gaming via Saliency Augmentation: An Early-Stage Scotoma Simulation Study Using Virtual Reality (VR). Applied Sciences 2021;11(15):7164 View
  103. Gielis K, Vanden Abeele M, De Croon R, Dierick P, Ferreira-Brito F, Van Assche L, Verbert K, Tournoy J, Vanden Abeele V. Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study. JMIR Serious Games 2021;9(4):e18359 View
  104. Ruiz M, Moreno M, Girela-Serrano B, Díaz-Oliván I, Muñoz L, González-Garrido C, Porras-Segovia A. Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders. Current Psychiatry Reports 2022;24(1):23 View
  105. Rasouli S, Gupta G, Nilsen E, Dautenhahn K. Potential Applications of Social Robots in Robot-Assisted Interventions for Social Anxiety. International Journal of Social Robotics 2022;14(5):1 View
  106. Randriambelonoro M, Perrin Franck C, Herrmann F, Carmona G, Geissbuhler A, Graf C, Frangos E. Gamified Physical Rehabilitation for Older Adults With Musculoskeletal Issues: Pilot Noninferiority Randomized Clinical Trial. JMIR Rehabilitation and Assistive Technologies 2023;10:e39543 View
  107. Karapapas C, Goumopoulos C. Mild Cognitive Impairment Detection Using Machine Learning Models Trained on Data Collected from Serious Games. Applied Sciences 2021;11(17):8184 View
  108. Zhu D, Jing Y, Huang R, Gao Y, Liu Y, Zou Z, Liu W. Designing a Mobile Application for Working Memory Training through Understanding the Psychological and Physiological Characteristics of Older Adults. Sustainability 2022;14(21):14152 View
  109. McHenry M, Mukherjee D, Bhavnani S, Kirolos A, Piper J, Crespo-Llado M, Gladstone M, Pant Pai N. The current landscape and future of tablet-based cognitive assessments for children in low-resourced settings. PLOS Digital Health 2023;2(2):e0000196 View
  110. Hu Y, Parimoo S, Chignell M, Lowe C, Morton J. TAG-ME again: A serious game for measuring working memory. Applied Neuropsychology: Adult 2023:1 View
  111. Breuer C, Loh K, Leist L, Fremerey S, Raake A, Klatte M, Fels J. Examining the Auditory Selective Attention Switch in a Child-Suited Virtual Reality Classroom Environment. International Journal of Environmental Research and Public Health 2022;19(24):16569 View
  112. Jagtap S, Romanowska S, Leibovitz T, Onno K, Burhan A, Best M. Can cognitive remediation therapy be delivered remotely? A review examining feasibility and acceptability of remote interventions. Schizophrenia Research: Cognition 2022;28:100238 View
  113. Oatley G, Choudhury T, Buckman P. Smart Textiles for Improved Quality of Life and Cognitive Assessment. Sensors 2021;21(23):8008 View
  114. Barbey F, Farina F, Buick A, Danyeli L, Dyer J, Islam M, Krylova M, Murphy B, Nolan H, Rueda-Delgado L, Walter M, Whelan R. Neuroscience from the comfort of your home: Repeated, self-administered wireless dry EEG measures brain function with high fidelity. Frontiers in Digital Health 2022;4 View
  115. Okabayashi S, Kitazawa K, Kawamura T, Nakayama T. E-Learning Material of Evidence-Based Medicine for Laypersons. HLRP: Health Literacy Research and Practice 2022;6(4) View
  116. Cohavi O, Levy-Tzedek S. Young and old users prefer immersive virtual reality over a social robot for short-term cognitive training. International Journal of Human-Computer Studies 2022;161:102775 View
  117. Bernini S, Panzarasa S, Sinforiani E, Quaglini S, Cappa S, Cerami C, Tassorelli C, Vecchi T, Bottiroli S. HomeCoRe for Telerehabilitation in Mild or Major Neurocognitive Disorders: A Study Protocol for a Randomized Controlled Trial. Frontiers in Neurology 2021;12 View
  118. Mantell R, Withall A, Radford K, Kasumovic M, Monds L, Hwang Y. Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis. JMIR Serious Games 2023;11:e45467 View
  119. Adolphe M, Sawayama M, Maurel D, Delmas A, Oudeyer P, Sauzéon H. An Open-Source Cognitive Test Battery to Assess Human Attention and Memory. Frontiers in Psychology 2022;13 View
  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
  121. Voillequin S, Rozenberg P, Letutour K, Rousseau A. Comparative satisfaction and effectiveness of virtual simulation and usual supervised work for postpartum hemorrhage management: a crossover randomized controlled trial. BMC Medical Education 2022;22(1) View
  122. Guglietti B, Hobbs D, Wesson B, Ellul B, McNamara A, Drum S, Collins-Praino L. Development and Co-design of NeuroOrb: A Novel “Serious Gaming” System Targeting Cognitive Impairment in Parkinson’s Disease. Frontiers in Aging Neuroscience 2022;14 View
  123. Tang W, Ng T, Wong J, Ho C. The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review. Journal of Medical Internet Research 2022;24(8):e39527 View
  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 2024;31(4):502 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 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 2024;54(3):539 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
  195. Chatzaki M, Skillen J, Ricken G, Seitz-Stein K. Exploring the potential of a game-based preschool assessment of mathematical competencies. Frontiers in Education 2024;9 View
  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
  197. Genovese F, Bolognesi M, Di Iorio A, Vitali F. The advantages of gamification for collecting linguistic data: A case study using Word Ladders. Online Journal of Communication and Media Technologies 2024;14(2):e202426 View
  198. Harvey S, Jensen G, Anderson K, Jagušt T. Gamification and motivation: Impact on delay discounting performance. PLOS ONE 2024;19(4):e0299511 View
  199. Kato P. Serious games for health, well-being, and medical applications. Digital Medicine 2017;3(1):43 View
  200. Ho W, Sum K, Tang D. A scoping review on physical literacy domains associated with participation in sports video games among youth and adolescence. Current Psychology 2024;43(26):22146 View
  201. Rivella C, Bombonato C, Pecini C, Frascari A, Viterbori P. Improving executive functions at school. Integrating metacognitive exercise in class and computerized training at home to ensure training intensity and generalization. A feasibility pilot study. British Journal of Educational Technology 2024;55(6):2719 View
  202. Eng C, Tsegai-Moore A, Fisher A. Incorporating Evidence-Based Gamification and Machine Learning to Assess Preschool Executive Function: A Feasibility Study. Brain Sciences 2024;14(5):451 View
  203. Coppola Q, Yangüez M, Tullo D, Jaeggi S, Seitz A. Advancing Cognitive Health in Aging Populations by Leveraging Digital Assessment. Journal of Health Service Psychology 2024;50(1):47 View
  204. Norrie C, Deckers S, Radstaake M, van Balkom H. A Narrative Review of the Sociotechnical Landscape and Potential of Computer-Assisted Dynamic Assessment for Children with Communication Support Needs. Multimodal Technologies and Interaction 2024;8(5):38 View
  205. García-Redondo P, García T, Areces D, Núñez J, Rodríguez C. Serious Games and Their Effect Improving Attention in Students with Learning Disabilities. International Journal of Environmental Research and Public Health 2019;16(14):2480 View
  206. Kirk H, Spencer-Smith M, Jobson L, Nicolaou E, Cornish K, Melzak E, Hrysanidis C, Moriarty C, Davey B, Whyman T, Bird L, Bellgrove M. A digital intervention to support childhood cognition after the COVID-19 pandemic: a pilot trial. Scientific Reports 2024;14(1) View
  207. Colombo G, Minta K, Grübel J, Tai W, Hölscher C, Schinazi V. Detecting cognitive impairment through an age-friendly serious game: The development and usability of the Spatial Performance Assessment for Cognitive Evaluation (SPACE). Computers in Human Behavior 2024;160:108349 View
  208. Kamenskaya V, Tatianina E. Experimental Study of Working Memory and Attention of Adolescents with Varying Degrees of Internet Involvement during the COVID-19 Pandemic. Experimental Psychology (Russia) 2024;17(2):52 View
  209. Milič Kavčič Z, Kavcic V, Giordani B, Marusic U. Computerized Cognitive Training in the Older Workforce: Effects on Cognition, Life Satisfaction, and Productivity. Applied Sciences 2024;14(15):6470 View
  210. Castellano-Tejedor C, Cencerrado A. Gamification for Mental Health and Health Psychology: Insights at the First Quarter Mark of the 21st Century. International Journal of Environmental Research and Public Health 2024;21(8):990 View
  211. Krishnan S, Ademi Z, Malone D, Abebe T, Lim A. Substitution of a Traditional Face-to-Face Workshop With Virtual Escape Room in Higher Education. Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 2024 View
  212. Vivas A, Estévez A, Khan I, Roldán-Tapia L, Markelius A, Nielsen S, Lowe R. DigiDOP: A framework for applying digital technology to the Differential Outcomes Procedure (DOP) for cognitive interventions in persons with neurocognitive disorders. Neuroscience & Biobehavioral Reviews 2024;165:105838 View
  213. Faisal H, Lim W, Dattagupta A, Lin P, Gupta R, Lai E, Xu J, Wong S, Masud F. Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers—A Feasibility Clinical Trial. Games for Health Journal 2024 View
  214. Bhargava Y, Baths V. Experience of Youths and Older People With Virtual Reality Games for Cognitive Assessment: Inductive Thematic Analysis and Insights for Key Stakeholders. JMIR XR and Spatial Computing 2024;1:e59197 View
  215. Mellado R, Cubillos C, Vicari R, Gasca-Hurtado G. Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses. Applied Sciences 2024;14(17):7933 View
  216. Chignell M, Iglar A, Singh M, Furlano M, Hall T, Morton J, Lee J. Improving Cognitive Safety in High-Risk Patients: A Cognitive Assessment-based Approach. Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 2024;13(1):78 View
  217. Liu Z, Zhang Y, Zhang J, Song X. Run for the group: Examining the effects of group-level social interaction features of fitness apps on exercise participation. Decision Support Systems 2024;187:114335 View
  218. Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. Gamified Web-Delivered Attentional Bias Modification Training for Adults with Chronic Pain: A Randomised, Double-Blind, Placebo-Controlled Trial (Preprint). JMIR Serious Games 2023 View
  219. Jablonská M, Fajnerová I, Nekovářová T. Cognitive screening for children: Piloting a new battery of interactive games in 4- to 8-year-old children. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 2024;18(4) View
  220. Shrivastava S, Bobhate P, Petkar P, Tiwade Y, Badge A. Facilitating Seamless Integration of Game-based Assessments in Medical Education. Contemporary Clinical Dentistry 2024;15(3):217 View
  221. Carrión-Robles F, Espinoza-Celi V. Strategies for teaching English as a foreign language to a student with attention deficit hyperactivity disorder: a case study in the Ecuadorian context. Emotional and Behavioural Difficulties 2024:1 View
  222. Nguyen L, Murphy K, Andrews G. Design and development of a gamified cognitive training program targeting executive functions for older adults. Entertainment Computing 2025;52:100892 View
  223. Pang Y, Singh A, Chakraborty S, Charness N, Boot W, He Z, Triberti S. Predicting adherence to gamified cognitive training using early phase game performance data: Towards a just-in-time adherence promotion strategy. PLOS ONE 2024;19(10):e0311279 View
  224. Kleinknecht K, Bierend M, Keim L, Bartels F, Lampit A, Finke C. Computerized cognitive training improves cognitive function in primary breast cancer survivors. npj Breast Cancer 2024;10(1) View
  225. Reed D, Martin E, Hazeltine E, McMurray B. Students’ Perceptions of a Gamified Reading Assessment. Journal of Special Education Technology 2020;35(4):191 View
  226. Huang S, Zhang T, Lu Q, Xiong X, Liu Z, Sun D. Clinical study on the intervention effect of digital therapy on children with attention deficit hyperactivity disorder (ADHD). Scientific Reports 2024;14(1) View
  227. Alexandrovsky D, Gerling K, Opp M, Hahn C, Birk M, Alsheail M. Disengagement From Games: Characterizing the Experience and Process of Exiting Play Sessions. Proceedings of the ACM on Human-Computer Interaction 2024;8(CHI PLAY):1 View
  228. Andias R, Martins A, Pais J, Cruz V, Silva A, Rocha N. Validity and reliability of a digital solution for cognitive assessment: The Brain on Track®. DIGITAL HEALTH 2024;10 View
  229. Bang M, Kim M, Kim S, Kim H. Cognitive Training Using Virtual Reality: An Assessment of Usability and Adverse Effects. Archives of Rehabilitation Research and Clinical Translation 2024:100378 View
  230. Contreras-Somoza L, Toribio-Guzmán J, Irazoki E, Viñas-Rodríguez M, Gil-Martínez S, Castaño-Aguado M, Lucas-Cardoso E, Parra-Vidales E, Perea-Bartolomé M, Franco-Martín M. Usability and user experience impressions of older adults with cognitive impairment and people with schizophrenia towards GRADIOR, a cognitive rehabilitation program: A cross-sectional study. Health Informatics Journal 2024;30(4) View
  231. Shaban A, Chang V, Amodu O, Attia M, Abdelhamid G. A Systematic Review of Working Memory Applications for Children with Learning Difficulties: Transfer Outcomes and Design Principles. Education Sciences 2024;14(11):1260 View

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
  36. Bayındır D. Transforming School Systems Through Assessment, Technology, and Non-Traditional Learning Methods. View
  37. Goethe O, Palmquist A. HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games. View
  38. Fu W, Fischer N, Kalaivanan K, Ong G, Oh A, Tripathi S, Ellefson M, Seow P, Teo C, Hung D. Serious Games. View