Published on in Vol 9, No 2 (2021): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/21900, first published .
A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study

A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study

A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study

Journals

  1. Khaleghi A, Aghaei Z, Hosseinnia F. Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application. Entertainment Computing 2022;43:100504 View
  2. Barbey F, Farina F, Buick A, Danyeli L, Dyer J, Islam M, Krylova M, Murphy B, Nolan H, Rueda-Delgado L, Walter M, Whelan R. Neuroscience from the comfort of your home: Repeated, self-administered wireless dry EEG measures brain function with high fidelity. Frontiers in Digital Health 2022;4 View
  3. Gallagher R, Kessler K, Bramham J, Dechant M, Friehs M. A proof-of-concept study exploring the effects of impulsivity on a gamified version of the stop-signal task in children. Frontiers in Psychology 2023;14 View
  4. Mantell R, Withall A, Radford K, Kasumovic M, Monds L, Hwang Y. Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis. JMIR Serious Games 2023;11:e45467 View
  5. Studer-Luethi B, Toermaenen M, Margelisch K, Hogrefe A, Perrig W. Effects of Working Memory Training on Children’s Memory and Academic Performance: the Role of Training Task Features and Trainee’s Characteristics. Journal of Cognitive Enhancement 2022;6(3):340 View
  6. Khaleghi A, Aghaei Z, Behnamghader M. Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal. Entertainment Computing 2022;42:100482 View
  7. Sújar A, Martín-Moratinos M, Rodrigo-Yanguas M, Bella-Fernández M, González-Tardón C, Delgado-Gómez D, Blasco-Fontecilla H. Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide. JMIR Serious Games 2022;10(3):e33884 View
  8. 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
  9. 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
  10. Hu Y, Wei H, Chignell M. Impact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks. Computers in Human Behavior 2023;149:107952 View
  11. Lee R, Albertella L, Christensen E, Suo C, Segrave R, Brydevall M, Kirkham R, Liu C, Fontenelle L, Chamberlain S, Rotaru K, Yücel M. A Novel, Expert-Endorsed, Neurocognitive Digital Assessment Tool for Addictive Disorders: Development and Validation Study. Journal of Medical Internet Research 2023;25:e44414 View
  12. Chen Y, Lan M. A Hierarchical Multi-Dimensional Cognitive Training Program for Preventive Cognitive Decline in Acute Ischemic Stroke Patients: Study Protocol for a Randomized Controlled Trial. Journal of Alzheimer's Disease Reports 2023;7(1):1267 View
  13. 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 2023:103206 View
  14. Keeler J, Listman J, Hite M, Heeger D, Tourula E, Port N, Schlader Z, Grosek S. Arterial oxygen desaturation during moderate hypoxia hinders sensorimotor performance. PLOS ONE 2024;19(2):e0297486 View
  15. de Jager Loots C, Price G, Barbera M, Neely A, Gavelin H, Lehtisalo J, Ngandu T, Solomon A, Mangialasche F, Kivipelto M. Development of a Cognitive Training Support Programme for prevention of dementia and cognitive decline in at-risk older adults. Frontiers in Dementia 2024;3 View
  16. 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
  17. Pazoki Z, Kheirkhah M, Gharibzadeh S. Cognitive training interventions for substance use disorders: what they really offer?. Frontiers in Public Health 2024;12 View
  18. Attarha M, Mahncke H, Merzenich M. The Real-World Usability, Feasibility, and Performance Distributions of Deploying a Digital Toolbox of Computerized Assessments to Remotely Evaluate Brain Health: Development and Usability Study. JMIR Formative Research 2024;8:e53623 View
  19. Feria-Madueño A, Monterrubio-Fernández G, Mateo Cortes J, Carnero-Diaz A. The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial. JMIR Serious Games 2024;12:e52275 View
  20. Faisal H, Lim W, Dattagupta A, Lin P, Gupta R, Lai E, Xu J, Wong S, Masud F. Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers—A Feasibility Clinical Trial. Games for Health Journal 2024 View
  21. Sarasmita M, Lee Y, Chan F, Chen H. Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework. Journal of Medical Internet Research 2024;26:e49692 View
  22. 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
  23. Shrivastava S, Bobhate P, Petkar P, Tiwade Y, Badge A. Facilitating Seamless Integration of Game-based Assessments in Medical Education. Contemporary Clinical Dentistry 2024;15(3):217 View
  24. 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
  25. Baah C, Govender I, Subramaniam P. Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load. Education Sciences 2024;14(10):1115 View

Books/Policy Documents

  1. Bannister P. Learning With Escape Rooms in Higher Education Online Environments. View
  2. Garden C, Rivera E. Handbook of Research on the Influence and Effectiveness of Gamification in Education. View
  3. Yang J, Jiang R, Ding H, Au R, Chen J, Li C, An N. HCI International 2023 – Late Breaking Papers. View
  4. Behl A, Jayawardena N. Reference Module in Social Sciences. View