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Citing this Article

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Published on 15.07.16 in Vol 4, No 2 (2016): Jul-Dec

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

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

According to Crossref, the following articles are citing this article (DOI 10.2196/games.5888):

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

  1. Nah FF, Eschenbrenner B, Claybaugh CC, Koob PB. Gamification of Enterprise Systems. Systems 2019;7(1):13
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  2. Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Gamifying a BCSS: rehearsal and reflection in reinforcing a health message response. Behaviour & Information Technology 2019;:1
    CrossRef
  3. Gray SI, 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
    CrossRef
  4. 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
    CrossRef
  5. Fabbri L, Mosca IE, 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
    CrossRef
  6. Gignac GE, Bartulovich A, Salleo E. Maximum effort may not be required for valid intelligence test score interpretations. Intelligence 2019;75:73
    CrossRef
  7. Intarasirisawat J, Ang CS, Efstratiou C, Dickens LWF, 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
    CrossRef
  8. Mahncke HW, Kim S, Rose A, Stasio C, Buckley P, Caroff S, Duncan E, Yasmin S, Jarskog LF, Lamberti JS, Nuechterlein K, Strassnig M, Velligan D, Ventura J, Walker T, Stroup TS, Keefe RS. Evaluation of a plasticity-based cognitive training program in schizophrenia: Results from the eCaesar trial. Schizophrenia Research 2019;208:182
    CrossRef
  9. 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
    CrossRef
  10. Antonaci A, Klemke R, Specht M. The Effects of Gamification in Online Learning Environments: A Systematic Literature Review. Informatics 2019;6(3):32
    CrossRef
  11. van de Weijer SC, Kuijf ML, de Vries NM, Bloem BR, Duits AA. Do-It-Yourself Gamified Cognitive Training: Viewpoint. JMIR Serious Games 2019;7(2):e12130
    CrossRef
  12. Vervaeke J, Hoorelbeke K, Baeken C, Van Looy J, Koster EHW. Transfer and Motivation After Cognitive Control Training for Remitted Depression in Healthy Sample. Journal of Cognitive Enhancement 2019;
    CrossRef
  13. 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;:103287
    CrossRef
  14. Harvey PD, Balzer AM, Kotwicki RJ. Training engagement, baseline cognitive functioning, and cognitive gains with computerized cognitive training: A cross-diagnostic study. Schizophrenia Research: Cognition 2019;:100150
    CrossRef
  15. Walton CC, Lampit A, Boulamatsis C, Hallock H, Barr P, Ginige JA, Brodaty H, Chau T, Heffernan M, Sachdev PS, Fiatarone Singh MA, 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
    CrossRef
  16. Flynn RM, 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
    CrossRef
  17. Peng C, Wang D, Zhang Y, Xiao J. A Visuo-Haptic Attention Training Game With Dynamic Adjustment of Difficulty. IEEE Access 2019;7:68878
    CrossRef
  18. Forman EM, Manasse SM, Dallal DH, Crochiere RJ, Loyka CM, Butryn ML, Juarascio AS, Houben K. Computerized neurocognitive training for improving dietary health and facilitating weight loss. Journal of Behavioral Medicine 2019;
    CrossRef
  19. 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
  20. Forman EM, Goldstein SP, Flack D, Evans BC, Manasse SM, Dochat C. Promising technological innovations in cognitive training to treat eating-related behavior. Appetite 2018;124:68
    CrossRef
  21. 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
    CrossRef
  22. 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
    CrossRef
  23. 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
    CrossRef
  24. Walton CC, Keegan RJ, Martin M, Hallock H. The Potential Role for Cognitive Training in Sport: More Research Needed. Frontiers in Psychology 2018;9
    CrossRef
  25. Vugts MA, Joosen MC, Mert A, Zedlitz AM, Vrijhoef HJ. 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
    CrossRef
  26. Zhang M, Ying J, Ho RC. Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review. JMIR Research Protocols 2018;7(10):e10154
    CrossRef
  27. Toki EI, 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;:2624
    CrossRef
  28. Dietel FA, 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
    CrossRef
  29. Lee K, Jeong D, Schindler RC, Hlavaty LE, Gross SI, Short EJ. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation. Frontiers in Pediatrics 2018;6
    CrossRef
  30. Виниченко , Vinichenko M, Караксони , Karaksoni P, Ли , Li N. Development of the Training System and Human Reserve. Management of the Personnel and Intellectual Resources in Russia 2018;7(5):30
    CrossRef
  31. Notebaert L, Grafton B, Clarke PJ, Rudaizky D, Chen NT, 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
    CrossRef
  32. Bégel V, Seilles A, Dalla Bella S. Rhythm Workers. Music & Science 2018;1:205920431879436
    CrossRef
  33. Wentink MM, Meesters J, Berger MAM, de Kloet AJ, Stevens E, Band GPH, Kromme CH, Wolterbeek R, Goossens PH, Vliet Vlieland TPM. Adherence of stroke patients with an online brain training program: the role of health professionals’ support. Topics in Stroke Rehabilitation 2018;:1
    CrossRef
  34. Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802
    CrossRef
  35. 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
    CrossRef
  36. Zhang M, Ying J, Song G, Fung DS, Smith H. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review. JMIR Mental Health 2018;5(4):e11640
    CrossRef
  37. Dassen FC, Houben K, Van Breukelen GJ, Jansen A. Gamified working memory training in overweight individuals reduces food intake but not body weight. Appetite 2018;124:89
    CrossRef
  38. Greisen M, Hornung C, Baudson TG, 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
    CrossRef
  39. Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31
    CrossRef
  40. Ninaus M, Kiili K, McMullen J, Moeller K. Assessing fraction knowledge by a digital game. Computers in Human Behavior 2017;70:197
    CrossRef
  41. 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
    CrossRef
  42. 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
    CrossRef
  43. Tziraki C, Berenbaum R, Gross D, Abikhzer J, Ben-David BM. Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study. JMIR Serious Games 2017;5(3):e16
    CrossRef
  44. Vugts MAP, Joosen MCW, Mert A, Zedlitz A, Vrijhoef HJM. 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
    CrossRef
  45. 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
    CrossRef
  46. Klein RM, 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
    CrossRef
  47. 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
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.5888)

:
  1. Groznik V, Sadikov A. Augmented Reality Games II. 2019. Chapter 8:179
    CrossRef
  2. Godwin KE, Lomas D, Koedinger KR, Fisher AV. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. 2019. chapter 6:171
    CrossRef
  3. Martini L, Fabbri L, Pancani S, Mosca I, Gerli F, Vannetti F. Converging Clinical and Engineering Research on Neurorehabilitation III. 2019. Chapter 141:707
    CrossRef
  4. Loachamín-Valencia M, Juan M, Méndez-López M, Pérez-Hernández E. Advances in Computer Entertainment Technology. 2018. Chapter 55:809
    CrossRef
  5. Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. 2018. Chapter 4
    CrossRef
  6. Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Persuasive Technology. 2018. Chapter 17:200
    CrossRef
  7. Dobosz K, Dobosz M, Wojaczek M. Computers Helping People with Special Needs. 2018. Chapter 44:280
    CrossRef
  8. O’Caoimh R, Molloy DW, Fitzgerald C, Van Velsen L, Cabrita M, Nassabi MH, de Vette F, van Weering MD, Jansen-Kosterink S, Kenter W, Frazer S, Rauter AP, Turkman A, Antunes M, Turkman F, Silva MS, Martins A, Costa HS, Albuquerque TG, Ferreira A, Scherillo M, De Luca V, Abete P, Colao A, García-Rudolph A, Sanchez-Carrion R, Sánchez JS, Gomez Aguilera EJ, Illario M, Hermens H, Vollenbroek-Hutten M. Information and Communication Technologies for Ageing Well and e-Health. 2018. Chapter 4:69
    CrossRef
  9. Soltanlou M, Jung S, Roesch S, Ninaus M, Brandelik K, Heller J, Grust T, Nuerk H, Moeller K. Informational Environments. 2017. Chapter 7:149
    CrossRef
  10. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. 2017. Chapter 7:85
    CrossRef
  11. Boendermaker WJ, Peeters M, Prins PJM, Wiers RW. Serious Games and Edutainment Applications. 2017. Chapter 14:307
    CrossRef
  12. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. 2016. Chapter 7-1:1
    CrossRef
  13. Ninaus M, Kiili K, McMullen J, Moeller K. Games and Learning Alliance. 2016. Chapter 4:37
    CrossRef