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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. 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;42(6):1029
    CrossRef
  2. Vermeir JF, White MJ, Johnson D, Crombez G, Van Ryckeghem DML. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644
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  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
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  4. 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
  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
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  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
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  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
    CrossRef
  8. 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
  9. 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
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  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 2019;:1
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  11. 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
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  12. Vugts MA, Zedlitz AM, Joosen MC, Vrijhoef HJ. 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
    CrossRef
  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 2020;
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  14. Bégel V, Seilles A, Dalla Bella S. Rhythm Workers. Music & Science 2018;1:205920431879436
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  15. Friehs MA, Dechant M, Vedress S, Frings C, Mandryk RL. Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments. JMIR Serious Games 2020;8(3):e17810
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  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
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  17. 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
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  18. Walker LA, Chambers CD, Veling H, Lawrence NS. Cognitive and environmental interventions to encourage healthy eating: evidence-based recommendations for public health policy. Royal Society Open Science 2019;6(10):190624
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  19. 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
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  20. Mukherjee D, Bhavnani S, Swaminathan A, Verma D, Parameshwaran D, Divan G, Dasgupta J, Sharma K, Thiagarajan TC, 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
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  21. Ninaus M, Kiili K, McMullen J, Moeller K. Assessing fraction knowledge by a digital game. Computers in Human Behavior 2017;70:197
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  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
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  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
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  24. Gignac GE, Bartulovich A, Salleo E. Maximum effort may not be required for valid intelligence test score interpretations. Intelligence 2019;75:73
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  25. 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
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  26. Peñuelas-Calvo I, Jiang-Lin LK, 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 2020;
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  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
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  28. Walton CC, Keegan RJ, Martin M, Hallock H. The Potential Role for Cognitive Training in Sport: More Research Needed. Frontiers in Psychology 2018;9
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  29. Margolis AA, Kuravsky LS, Artemenkov SL, Voitov VK, Shepeleva EA, Gavrilova EV. 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;
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  30. 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 2020;19:100150
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  31. Jayasinghe H, Short CE, 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
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  32. 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
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  33. 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
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  34. Ferreira-Brito F, Fialho M, Virgolino A, Neves I, Miranda AC, Sousa-Santos N, Caneiras C, Carriço L, Verdelho A, Santos O. Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review. Journal of Biomedical Informatics 2019;98:103287
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  35. Gómez-Tello MF, Rosetti MF, Galicia-Alvarado M, Maya C, Apiquian R. Neuropsychological screening with TOWI: Performance in 6- to 12-year-old children. Applied Neuropsychology: Child 2020;:1
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  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
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  37. Karousou A, Nerantzaki T. Phonological memory training and its effect on second language vocabulary development. Second Language Research 2020;:026765831989851
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  38. McKinney TL, Euler MJ, Butner JE. It’s about time: The role of temporal variability in improving assessment of executive functioning. The Clinical Neuropsychologist 2020;34(4):619
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  39. Dymora , Niemiec . Gamification as a Supportive Tool for School Children with Dyslexia. Informatics 2019;6(4):48
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  40. , , , , . Gamification in psychological assessment in South Africa: A narrative review. African Journal of Psychological Assessment 2020;2
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  41. Santos J, Vairinhos M, Jesus LMT. Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype. JMIR Serious Games 2019;7(4):e13861
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  42. 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
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  43. 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
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  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
    CrossRef
  45. 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
  46. 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
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  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
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  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
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  49. 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
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  50. Nah FF, Eschenbrenner B, Claybaugh CC, Koob PB. Gamification of Enterprise Systems. Systems 2019;7(1):13
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  51. Forman EM, Manasse SM, Dallal DH, Crochiere RJ, Berry MP, Butryn ML, Juarascio AS. Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program. Translational Behavioral Medicine 2020;
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  52. 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
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  53. 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
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  54. 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
  55. Zhang L, Shang J, Pelton T, Pelton LF. Supporting primary students' learning of fraction conceptual knowledge through digital games. Journal of Computer Assisted Learning 2020;36(4):540
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  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
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  57. 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
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  58. Tong T, Chignell M, DeGuzman CA. Using a serious game to measure executive functioning: response inhibition ability. Applied Neuropsychology: Adult 2019;:1
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  59. Martin N, Capman J, Boyce A, Morgan K, Gonzalez MF, Adler S. New frontiers in cognitive ability testing: working memory. Journal of Managerial Psychology 2020;35(4):193
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  60. Krohn S, Tromp J, Quinque EM, 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
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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
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  62. Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez JT, 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
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  63. 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
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  64. Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31
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  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
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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
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  67. Antonaci A, Klemke R, Specht M. The Effects of Gamification in Online Learning Environments: A Systematic Literature Review. Informatics 2019;6(3):32
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  68. 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 2020;4(1):49
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According to Crossref, the following books are citing this article (DOI 10.2196/games.5888):

  1. Narimani A, Khaleghi A, Haedar H, Semnani F. Internet of Things, Infrastructures and Mobile Applications. 2021. Chapter 75:806
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  2. Dobosz K, Dobosz M, Wojaczek M. Computers Helping People with Special Needs. 2018. Chapter 44:280
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  3. Soltanlou M, Jung S, Roesch S, Ninaus M, Brandelik K, Heller J, Grust T, Nuerk H, Moeller K. Informational Environments. 2017. Chapter 7:149
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  4. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. 2016. Chapter 7-1:1
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  5. Godwin KE, Lomas D, Koedinger KR, Fisher AV. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. 2019. chapter 6:171
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  6. Ninaus M, Kiili K, McMullen J, Moeller K. Games and Learning Alliance. 2016. Chapter 4:37
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  7. Eiler TJ, Grünewald A, Wahl M, Brück R. Computer Vision, Imaging and Computer Graphics Theory and Applications. 2020. Chapter 7:153
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  8. Martini L, Fabbri L, Pancani S, Mosca I, Gerli F, Vannetti F. Converging Clinical and Engineering Research on Neurorehabilitation III. 2019. Chapter 141:707
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  9. Gul A, Uz Bilgin C. Handbook of Research on Adult Learning in Higher Education. 2020. chapter 22:570
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  10. 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
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  11. Loachamín-Valencia M, Juan M, Méndez-López M, Pérez-Hernández E. Advances in Computer Entertainment Technology. 2018. Chapter 55:809
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  12. Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. 2018. Chapter 4
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  13. Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Persuasive Technology. 2018. Chapter 17:200
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  14. Rist T, Seiderer A, André E. Entertainment Computing – ICEC 2018. 2018. Chapter 45:362
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  15. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. 2017. Chapter 7:85
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  16. Boendermaker WJ, Peeters M, Prins PJM, Wiers RW. Serious Games and Edutainment Applications. 2017. Chapter 14:307
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  17. Groznik V, Sadikov A. Augmented Reality Games II. 2019. Chapter 8:179
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  18. Khaleghi A, Heydari F, Takhttavani M, Haedar H, Soltaninezhad A. Internet of Things, Infrastructures and Mobile Applications. 2021. Chapter 77:825
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