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
.

Journals
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Pazoki Z, Kheirkhah M, Gharibzadeh S. Cognitive training interventions for substance use disorders: what they really offer?. Frontiers in Public Health 2024;12 View
- 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
- 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
- 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 2025;14(2):136 View
- 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
- Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Randomized, Double-Blind, Placebo-Controlled Trial. JMIR Serious Games 2025;13:e50635 View
- 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
- 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
- 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
- McBride C, Ho J, McQuade M, Ngan V, Ng M, Cheah Z, Maurer U. Online assessment in young children: Challenges and considerations. PsyCh Journal 2025;14(1):5 View
- Neha Jadhav , Aniket Bhilare , Sanket Nikam , Dr. Sanjeevkumar Angadi . Review of the Computerized Cognitive Retraining Program for Children with Learning Disabilities. International Journal of Advanced Research in Science, Communication and Technology 2024:381 View
- Sanchez-Escudero J, Aguillon D, Valencia S, Garcia-Barrera M, Aguirre-Acevedo D, Trujillo N. Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study. JMIR Serious Games 2025;13:e66167 View
- Juras L, Vranic A, Hromatko I. Elusive Gains of Cognitive Training: Limited Effects on Neural Activity Across Sessions. Brain Sciences 2024;15(1):22 View
- Coelho F, Gonçalves D, Abreu A. The Impact of Game-Based Interventions on Adult Cognition: A Systematic Review. International Journal of Human–Computer Interaction 2025:1 View
- Kuruoğlu R, Attwood A, Penton-Voak I. Testing the Effectiveness of a Gamified Emotional Cognitive Bias Modification Task as an Intervention for Low Mood: Randomized Controlled Trial. JMIR Serious Games 2025;13:e65103 View
- Bassanelli S, Bucchiarone A, Gini F. GamiDOC: The Importance of Designing Gamification in a Proper Way. IEEE Transactions on Games 2025;17(1):13 View
- Bas-Sarmiento P, Julián-López C, Fernández-Gutiérrez M, Poza-Méndez M, Marín-Paz A. Gamified eHealth interventions for health promotion and disease prevention in children and adolescents: a scoping review. Humanities and Social Sciences Communications 2025;12(1) View
- Jipli A, Elaklouk D. Motivating Learners Through Gamification: Effective Game Elements and Key Factors. International Journal of Innovative Technology and Exploring Engineering 2025;14(4):27 View
- Glass S, Galati A. Advancements and challenges in methodological approaches for game-based health interventions: a scoping review. Frontiers in Digital Health 2025;7 View
- Al-Khresheh M. The Cognitive and Motivational Benefits of Gamification in English Language Learning: A Systematic Review. The Open Psychology Journal 2025;18(1) View
- Ataguba G, Chan G, Orji R. Exploring Persuasive Games for Emotion Regulation: A State-of-the-Art Scoping Review. International Journal of Human–Computer Interaction 2025:1 View
- Mantell R, Hwang Y, Dark M, Radford K, Kasumovic M, Monds L, Schofield P, Butler T, Withall A. Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review. JMIR Aging 2025;8:e65252 View
- Gkintoni E, Magriplis E, Vantaraki F, Skoulidi C, Anastassopoulos P, Cornea A, Inchaurraga B, Santurtun J, Mancha A, Giorgakis G, Kouppas K, Timotheou S, Moreno Juan M, Muñagorri M, Harasiuk M, Lopez A, Skoulidi E, Vantarakis A. Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform. Behavioral Sciences 2025;15(7):847 View
- Iloabachie M, Stoliker B, Jewell L, Kent-Wilkinson A. Screening for Cognitive Impairment and Dementia Among Older People in Custody: A Systematic Review. Dementia 2025 View
- Álvarez-Merino C, Khatib E, Muñoz A, Moreno R. Integrating Indoor Localization Technologies for Enhanced Smart Education: Challenges, Innovations, and Applications. IEEE Access 2025;13:105317 View
- Muszyński M, Banasik-Jemielniak N, Żółtak T, Rimfeld K, Shakeshaft N, Schofield K, Malanchini M, Pokropek A. Moving intelligence measurement online: adaptation and validation of the Polish version of the Pathfinder general cognitive ability test. Quality & Quantity 2025 View
Books/Policy Documents
- Bannister P. Learning With Escape Rooms in Higher Education Online Environments. View
- Garden C, Rivera E. Handbook of Research on the Influence and Effectiveness of Gamification in Education. View
- Yang J, Jiang R, Ding H, Au R, Chen J, Li C, An N. HCI International 2023 – Late Breaking Papers. View
- Behl A, Jayawardena N. Reference Module in Social Sciences. View
- Renacido J, Biray E. Advancing Sustainable Development Goals With Educational Technology. View
- Reddy K. Innovations in Neurocognitive Rehabilitation. View
- Van Heerden D, Goosen L. AI-Powered Educational Games and Simulations. View
Conference Proceedings
- Kubota A, Cruz-Sandoval D, Kim S, Twamley E, Riek L. 2022 17th ACM/IEEE International Conference on Human-Robot Interaction (HRI). Cognitively Assistive Robots at Home: HRI Design Patterns for Translational Science View
- Islam M, Biswas S, Ahmed M, Rahman M, Hasan A, Amin A, Mukta M. 2024 34th International Conference on Computer Theory and Applications (ICCTA). Analysis of MDE Based Gamification Framework for Cognitive Evaluation View