Published on in Vol 13 (2025)
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/60937, first published
.

Journals
- Hornos-Arias J, Grau S, Serra-Grabulosa J. Early Detection and Intervention of Developmental Dyscalculia Using Serious Game-Based Digital Tools: A Systematic Review. Information 2025;16(9):787 View
- Brandisauskiene A, Daugirdiene A, Cesnaviciene J, Jarasiunaite-Fedosejeva G. Improving young children's self-regulation skills in pretend play in the digital age. Acta Psychologica 2025;260:105605 View
- Kim S. Verification of the Effectiveness of a Token Economy Method Through Digital Intervention Content for Children with Attention-Deficit/Hyperactivity Disorder. Bioengineering 2025;12(10):1035 View
- Liu J, Jasim M, Song J, Ha S, Kim J, Kim D, Lee H, Kim B, Jung H. Towards Understanding the Effect of Serious Games on Attention, Adherence, and Behavior for Children with ADHD. ACM Transactions on Computer-Human Interaction 2026;33(1):1 View
- Dai J, Wufue A, Zhang H. Effectiveness of a gamified educational application on attention and academic performance in children with ADHD: an 8-week randomized controlled trial. Frontiers in Education 2025;10 View
- Hwang S. Digital Therapeutics for Attention-deficit/Hyperactivity Disorder: Literature Review of Current Evidence, Target Population, and Implementation Challenges. Journal of Korean Academy of psychiatric and Mental Health Nursing 2025;34(Special Issue):36 View
- Kim E, Jeon H, Lee J, Oh H, Kim M, Shin J, Kim E. Developing and Evaluating Guidelines to Prevent Overdependence on Digital Therapeutics in Children and Adolescents: Randomized Controlled Trial. Journal of Medical Internet Research 2025;27:e69248 View
- Ramadan G, Sumaryanti S, Nugroho S. Virtual Reality and Gamification for Promoting Physical Activity in Children: A Systematic Review of Current Trends and Innovations. Physical Education Theory and Methodology 2026;26(1):46 View
- Megari K, Genova K. Cognitive Pathways in Atypical Development: Executive Functions in Children With Attention‐Deficit/Hyperactivity Disorder and Specific Learning Disorders. International Journal of Developmental Neuroscience 2026;86(1) View
- Quesada-López A, Garzón-Hernández E, Pérez-García E, Peñuelas-Calvo I, Díez-Maestre M, Delgado-Gómez D. Enhancing Executive Functions in Neurotypical Children with a Four-Week Mobile Serious Games Intervention. Applied Sciences 2026;16(4):2117 View
- Vera Cruz G, Pine R, Fleming T, Liberacka-Dwojak M, Semaan C, Dan-Glauser E, Wiłkość-Dębczyńska M, Khazaal Y. Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being. Internet Interventions 2026;44:100950 View
- Pérez-Rodríguez S, Gutiérrez-Ramírez C, Vidal-Ramírez C, Ortiz-Rubio A, Garach-Gómez A, Triviño-Juárez J, Arrabal-Fernández L, Medina-Martínez I, Romero-Ayuso D. Effects of the ECogFun‑VR program on executive functioning in children and adolescents with ADHD: A randomized controlled trial. Research in Developmental Disabilities 2026;173:105302 View
- Tommasi V, Spinelli A, Siena V, Romano C, Bruno F, Nardacchione G, Marinelli C. The effectiveness of serious games for training of attention and executive functions: a systematic review. Frontiers in Child and Adolescent Psychiatry 2026;5 View
Books/Policy Documents
- Ging-Jehli N, Childers R, Lu J, Gemma R, Zhu R. Serious Games. View
Conference Proceedings
- Wu A, Hu X. 2025 5th International Conference on Educational Technology (ICET). BCI-Mediated Unusual Storytelling for Enhancing Deep Attention in Higher Education View
- Zhang H, Dinesha N, Li Z, L Peiris R, J Knight E, Peng C. Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems. AV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHD View
