Published on in Vol 8, No 3 (2020): Jul-Sep

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/18644, first published .
The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis

Journals

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  21. 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
  22. Sáiz-Manzanares M, Martin C, Alonso-Martínez L, Almeida L. Usefulness of Digital Game-Based Learning in Nursing and Occupational Therapy Degrees: A Comparative Study at the University of Burgos. International Journal of Environmental Research and Public Health 2021;18(22):11757 View
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  25. Xu L, Shi H, Shen M, Ni Y, Zhang X, Pang Y, Yu T, Lian X, Yu T, Yang X, Li F. The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review. JMIR mHealth and uHealth 2022;10(2):e27794 View
  26. 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
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  29. van de Wouw C, Visser M, Gorter J, Huygelier H, Nijboer T. Systematic review of the effectiveness of innovative, gamified interventions for cognitive training in paediatric acquired brain injury. Neuropsychological Rehabilitation 2024;34(2):268 View
  30. Karvelis P, Paulus M, Diaconescu A. Individual differences in computational psychiatry: A review of current challenges. Neuroscience & Biobehavioral Reviews 2023;148:105137 View
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  33. Estrella T, Alfonso C, Ramos-Castro J, Alsina A, Capdevila L. A Serious Game to Self-Regulate Heart Rate Variability as a Technique to Manage Arousal Level Through Cardiorespiratory Biofeedback: Development and Pilot Evaluation Study. JMIR Serious Games 2023;11:e46351 View
  34. Vankov D, Schroeter R, Rakotonirainy A. Provisional drivers intend to speed less: The positive outcome for young drivers of a safe-driving app randomised trial. Transportation Research Interdisciplinary Perspectives 2023;21:100877 View
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  39. Huang W, Loid V, Sung J. Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012—2022. BMC Medical Education 2024;24(1) View
  40. Zou X, Yu F, Huang Q, Huang Y. The effect of cognitive training on children with attention deficit and hyperactivity disorder: A meta-analysis. Applied Neuropsychology: Child 2024:1 View
  41. Lapteva N. The Impact of Video Games on Cognitive Processes. Review of Modern Research. Journal of Modern Foreign Psychology 2024;12(4):111 View
  42. Jiang J, Yang Z, Liu M, Huang J. Love the color, love its flavor: Preference transfer between visual and gustatory modalities. International Journal of Gastronomy and Food Science 2024;35:100891 View
  43. Khaleghi A, Narimani A, Aghaei Z, Khorrami Banaraki A, Hassani-Abharian P. A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study. JMIR Serious Games 2024;12:e34535 View
  44. Prats-Bisbe A, López-Carballo J, García-Molina A, Leno-Colorado D, García-Rudolph A, Opisso E, Jané R. Virtual Reality–Based Neurorehabilitation Support Tool for People With Cognitive Impairments Resulting From an Acquired Brain Injury: Usability and Feasibility Study. JMIR Neurotechnology 2024;3:e50538 View
  45. Paraskevopoulos E, Anagnostopoulou A, Chalas N, Karagianni M, Bamidis P. Unravelling the multisensory learning advantage: Different patterns of within and across frequency-specific interactions drive uni- and multisensory neuroplasticity. NeuroImage 2024;291:120582 View
  46. Lam K, Ho K, Liu A, Liu C, Ng M, Lam T, Belay G, Hammoda A, Yang F, Yuen W, Chan G. Effectiveness of Computerized Cognitive Training on Working Memory in Pediatric Cancer Survivors. Cancer Nursing 2024 View
  47. van de Wouw C, Bousché E, van Schooneveld M, Breur J, Nijenhuis H, Huygelier H, Nijboer T. Playing for cognition: investigating the feasibility and user experience of a virtual reality serious game for cognitive assessment in children with congenital heart disease. BMC Digital Health 2024;2(1) View
  48. Luo Q, Zhang Y, Wang W, Cui T, Li T. mHealth-Based Gamification Interventions Among Men Who Have Sex With Men in the HIV Prevention and Care Continuum: Systematic Review and Meta-Analysis. JMIR mHealth and uHealth 2024;12:e49509 View
  49. Ansari M, Abdolrahmani M, Rezapour T. The Effectiveness of the Self-Control Training Video Game Slankers: A Pilot Study. Journal of Cognitive Enhancement 2024 View
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  54. Mohamed A, Shaaban T, Jmaiel H. EFL Special Education Teachers’ Perspectives: Evaluating Game-Based Learning for ADHD Behavioral Disorders. Journal of Attention Disorders 2024;28(11):1482 View
  55. 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
  56. Demircan B, Kıyak Y, Kaya H. The effectiveness of serious games in nursing education: A meta-analysis of randomized controlled studies. Nurse Education Today 2024;142:106330 View
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  58. Wang L, Zhao Q, Dong L, Zhao H, Qin L, Deng T, Huang H, Li M, Wu X, Liu J. The effectiveness of serious games on undergraduate nursing students' knowledge and skills: A systematic review and meta-analysis. Nurse Education in Practice 2024;80:104102 View
  59. 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
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  61. 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
  62. 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
  63. Atilla F, Postma M, Alimardani M. Gamification of motor imagery brain-computer interface training protocols: A systematic review. Computers in Human Behavior Reports 2024;16:100508 View
  64. Syed M, Lum J, Byrne L, Skvarc D. Examining Working Memory Training for Healthy Adults—A Second-Order Meta-Analysis. Journal of Intelligence 2024;12(11):114 View
  65. An S, Cheung C, Lo Y. Improving Older Adults’ Technology Adoption on Mobile Map: A Gamification Approach. International Journal of Human–Computer Interaction 2024:1 View
  66. Liu S, Zhou H. Does gamified training improve training performance? A dual-pathway moderated mediation model. Journal of Business Research 2025;188:115086 View
  67. MacLellan A, Pennington C, Lawrence N, Westwood S, Jones A, Slegrova A, Sung B, Parker L, Relph L, Miranda J, Shakeel M, Mouka E, Lovejoy C, Chung C, Lash S, Suhail Y, Nag M, Button K. The effects of isolated game elements on adherence rates in food response inhibition training. Royal Society Open Science 2024;11(12) View

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