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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  2. 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
  3. Zhong M, Cywiak C, Metto A, Liu X, Qian C, Pelled G. Multi-session delivery of synchronous rTMS and sensory stimulation induces long-term plasticity. Brain Stimulation 2021;14(4):884 View
  4. 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
  5. 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
  6. Beristain-Colorado M, Ambros-Antemate J, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Moreno-Rodriguez A, Hernández-Cruz P, Gallegos-Velasco I, Torres-Rosas R. Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal. JMIR Serious Games 2021;9(2):e25854 View
  7. Obrero-Gaitán E, Nieto-Escamez F, Zagalaz-Anula N, Cortés-Pérez I. An Innovative Approach for Online Neuroanatomy and Neurorrehabilitation Teaching Based on 3D Virtual Anatomical Models Using Leap Motion Controller During COVID-19 Pandemic. Frontiers in Psychology 2021;12 View
  8. Anglès-Acedo S, López-Frías L, Soler V, Alonso J, Kastelein A, Graaf B, Vodegel E, Tervo J, Baban A, Espuña-Pons M. The WOMEN-UP Solution, a Patient-Centered Innovative e-Health Tool for Pelvic Floor Muscle Training: Qualitative and Usability Study during Early-Stage Development. International Journal of Environmental Research and Public Health 2021;18(15):7800 View
  9. Ning Y, Jia Z, Zhu R, Ding Y, Wang Q, Han S. Effect and feasibility of gamification interventions for improving physical activity and health-related outcomes in cancer survivors: an early systematic review and meta-analysis. Supportive Care in Cancer 2023;31(1) View
  10. 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
  11. Ambros-Antemate J, Beristain-Colorado M, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Hernández-Cruz P, Gallegos-Velasco I, Moreno-Rodríguez A. Software Engineering Frameworks Used for Serious Games Development in Physical Rehabilitation: Systematic Review. JMIR Serious Games 2021;9(4):e25831 View
  12. 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
  13. Mahat J, Alias N, Yusop F. Systematic literature review on gamified professional training among employees. Interactive Learning Environments 2023;31(10):6747 View
  14. Min A, Min H, Kim S. Effectiveness of serious games in nurse education: A systematic review. Nurse Education Today 2022;108:105178 View
  15. Carlier S, Coppens D, De Backere F, De Turck F. Investigating the Influence of Personalised Gamification on Mobile Survey User Experience. Sustainability 2021;13(18):10434 View
  16. Carelli L, Solca F, Tagini S, Torre S, Verde F, Ticozzi N, Ferrucci R, Pravettoni G, Aiello E, Silani V, Poletti B. Gaze-Contingent Eye-Tracking Training in Brain Disorders: A Systematic Review. Brain Sciences 2022;12(7):931 View
  17. Liikkanen S, Mäkinen M, Huttunen T, Sarapohja T, Stenfors C, Eccleston C. Body movement as a biomarker for use in chronic pain rehabilitation: An embedded analysis of an RCT of a virtual reality solution for adults with chronic pain. Frontiers in Pain Research 2022;3 View
  18. 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
  19. 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
  20. 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
  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
  23. Hu Y, Urakami J, Wei H, Vomberg L, Chignell M. Longitudinal analysis of sustained performance on gamified cognitive assessment tasks. Applied Neuropsychology: Adult 2022:1 View
  24. Oberlin L, Jaywant A, Wolff A, Gunning F. Strategies to Promote Cognitive Health in Aging: Recent Evidence and Innovations. Current Psychiatry Reports 2022;24(9):441 View
  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
  27. Carlson J, Fang L, Koster E, Andrzejewski J, Gilbertson H, Elwell K, Zuidema T. Neuroplastic changes in anterior cingulate cortex gray matter volume and functional connectivity following attention bias modification in high trait anxious individuals. Biological Psychology 2022;172:108353 View
  28. Tapia J, Taberner-Bonastre M, Collado-Martínez D, Pouptsis A, Núñez-Abad M, Duñabeitia J. Effectiveness of a Computerized Home-Based Cognitive Stimulation Program for Treating Cancer-Related Cognitive Impairment. International Journal of Environmental Research and Public Health 2023;20(6):4953 View
  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
  31. Scharinger C, Prislan L, Bernecker K, Ninaus M. Gamification of an n-back working memory task – Is it worth the effort? An EEG and eye-tracking study. Biological Psychology 2023;179:108545 View
  32. 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
  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
  35. Orsoni M, Dubé A, Prandi C, Giovagnoli S, Benassi M, Mazzoni E, Benvenuti M. Learning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications. Perspectives on Psychological Science 2023 View
  36. 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
  37. Mendoza-Medialdea M, Carballo-Laza A, Ascione M, Meschberger-Annweiler F, Porras-Garcia B, Ferrer-Garcia M, Gutiérrez-Maldonado J. Attentional Bias Modification Training in Virtual Reality: Evaluation of User Experience. Applied Sciences 2023;14(1):222 View
  38. Landowska A, Wilson M, Craven M, Harrington K. Adaptative computerized cognitive training decreases mental workload during working memory precision task - A preliminary fNIRS study. International Journal of Human-Computer Studies 2024;184:103206 View
  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
  50. Rooney T, Sharpe L, Todd J, Michalski S, Van Ryckeghem D, Crombez G, Colagiuri B. Beyond the modified dot-probe task: A meta-analysis of the efficacy of alternate attention bias modification tasks across domains. Clinical Psychology Review 2024;110:102436 View

Books/Policy Documents

  1. Fleming T, Sutcliffe K, Lucassen M, Pine R, Donkin L. Comprehensive Clinical Psychology. View
  2. Nguyen T, Chai J, Eiring Ø, Wang W, O’Donnell R, Nguyen H. Social Computing and Social Media: Applications in Marketing, Learning, and Health. View
  3. Vaarala O, Liikkanen S, Moilanen A. The Handbook of Medicinal Chemistry. View
  4. Parozzi M, Terzoni S, Lomuscio S, Ferrara P, Destrebecq A. Methodologies and Intelligent Systems for Technology Enhanced Learning, Workshops - 13th International Conference. View
  5. Zhu X, Chiou S. EcoDesign for Sustainable Products, Services and Social Systems I. View
  6. P. C. N, Sevukamoorthy L. Cognitive Behavioral Neuroscience in Organizational Settings. View