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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. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. Bégel V, Seilles A, Dalla Bella S. Rhythm Workers. Music & Science 2018;1:205920431879436
    CrossRef
  7. 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
  8. 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
  9. 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 2018;
    CrossRef
  10. 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
  11. 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
  12. 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 2018;
    CrossRef
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31
    CrossRef
  24. 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
  25. 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
  26. Ninaus M, Kiili K, McMullen J, Moeller K. Assessing fraction knowledge by a digital game. Computers in Human Behavior 2017;70:197
    CrossRef
  27. 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
  28. 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. 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
  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. Loachamín-Valencia M, Juan M, Méndez-López M, Pérez-Hernández E. Advances in Computer Entertainment Technology. 2018. Chapter 55:809
    CrossRef
  4. Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. 2018. Chapter 4
    CrossRef
  5. Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Persuasive Technology. 2018. Chapter 17:200
    CrossRef
  6. Dobosz K, Dobosz M, Wojaczek M. Computers Helping People with Special Needs. 2018. Chapter 44:280
    CrossRef
  7. 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
  8. 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
  9. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. 2017. Chapter 7:85
    CrossRef
  10. Boendermaker WJ, Peeters M, Prins PJM, Wiers RW. Serious Games and Edutainment Applications. 2017. Chapter 14:307
    CrossRef
  11. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. 2016. Chapter 7-1:1
    CrossRef
  12. Ninaus M, Kiili K, McMullen J, Moeller K. Games and Learning Alliance. 2016. Chapter 4:37
    CrossRef