Published on 15.07.16 in Vol 4, No 2 (2016): Jul-Dec
Works citing "Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy"
According to Crossref, the following articles are citing this article (DOI 10.2196/games.5888):
(note that this is only a small subset of citations)
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Forman EM, Manasse SM, Dallal DH, Crochiere RJ, Loyka CM, Butryn ML, Juarascio AS, Houben K. Computerized neurocognitive training for improving dietary health and facilitating weight loss. Journal of Behavioral Medicine 2019;42(6):1029
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Vermeir JF, White MJ, Johnson D, Crombez G, Van Ryckeghem DML. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644
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Peng C, Wang D, Zhang Y, Xiao J. A Visuo-Haptic Attention Training Game With Dynamic Adjustment of Difficulty. IEEE Access 2019;7:68878
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Lee K, Jeong D, Schindler RC, Hlavaty LE, Gross SI, Short EJ. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation. Frontiers in Pediatrics 2018;6
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Lumsden J, Skinner A, Coyle D, Lawrence N, Munafo M. Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques. Journal of Medical Internet Research 2017;19(11):e395
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Gros A, Bensamoun D, Manera V, Fabre R, Zacconi-Cauvin A, Thummler S, Benoit M, Robert P, David R. Recommendations for the Use of ICT in Elderly Populations with Affective Disorders. Frontiers in Aging Neuroscience 2016;8
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Biagianti B, Fisher M, Howard L, Rowlands A, Vinogradov S, Woolley J. Feasibility and preliminary efficacy of remotely delivering cognitive training to people with schizophrenia using tablets. Schizophrenia Research: Cognition 2017;10:7
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Виниченко , Vinichenko M, Караксони , Karaksoni P, Ли , Li N. Development of the Training System and Human Reserve. Management of the Personnel and Intellectual Resources in Russia 2018;7(5):30
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Notebaert L, Grafton B, Clarke PJ, Rudaizky D, Chen NT, MacLeod C. Emotion-in-Motion, a Novel Approach for the Modification of Attentional Bias: An Experimental Proof-of-Concept Study. JMIR Serious Games 2018;6(4):e10993
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Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Gamifying a BCSS: rehearsal and reflection in reinforcing a health message response. Behaviour & Information Technology 2020;39(11):1192
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Wentink MM, Meesters J, Berger MAM, de Kloet AJ, Stevens E, Band GPH, Kromme CH, Wolterbeek R, Goossens PH, Vliet Vlieland TPM. Adherence of stroke patients with an online brain training program: the role of health professionals’ support. Topics in Stroke Rehabilitation 2018;:1
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Vugts MA, Zedlitz AM, Joosen MC, Vrijhoef HJ. Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation. Journal of Medical Internet Research 2020;22(3):e14766
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Paraskevopoulos E, Chalas N, Karagiorgis A, Karagianni M, Styliadis C, Papadelis G, Bamidis P. Aging Effects on the Neuroplastic Attributes of Multisensory Cortical Networks as Triggered by a Computerized Music Reading Training Intervention. Cerebral Cortex 2021;31(1):123
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Bégel V, Seilles A, Dalla Bella S. Rhythm Workers. Music & Science 2018;1
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Friehs MA, Dechant M, Vedress S, Frings C, Mandryk RL. Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments. JMIR Serious Games 2020;8(3):e17810
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Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802
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Zhang M, Ying J, Song G, Fung DS, Smith H. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review. JMIR Mental Health 2018;5(4):e11640
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Walker LA, Chambers CD, Veling H, Lawrence NS. Cognitive and environmental interventions to encourage healthy eating: evidence-based recommendations for public health policy. Royal Society Open Science 2019;6(10):190624
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Dassen FC, Houben K, Van Breukelen GJ, Jansen A. Gamified working memory training in overweight individuals reduces food intake but not body weight. Appetite 2018;124:89
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Mukherjee D, Bhavnani S, Swaminathan A, Verma D, Parameshwaran D, Divan G, Dasgupta J, Sharma K, Thiagarajan TC, Patel V. Proof of Concept of a Gamified DEvelopmental Assessment on an E-Platform (DEEP) Tool to Measure Cognitive Development in Rural Indian Preschool Children. Frontiers in Psychology 2020;11
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Ninaus M, Kiili K, McMullen J, Moeller K. Assessing fraction knowledge by a digital game. Computers in Human Behavior 2017;70:197
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Margolis A, Kuravsky L, Shepeleva E, Gavrilova E, Petrova G, Voitov V, Yurkevich V, Ermakov S. Potential of the computer game «Plines» as a tool for differentiating the cognitive abilities of schoolchildren. Journal of Modern Foreign Psychology 2018;7(3):38
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Van de Weijer S, Hommel A, Bloem B, Nonnekes J, De Vries N. Promising non-pharmacological therapies in PD: Targeting late stage disease and the role of computer based cognitive training. Parkinsonism & Related Disorders 2018;46:S42
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Gignac GE, Bartulovich A, Salleo E. Maximum effort may not be required for valid intelligence test score interpretations. Intelligence 2019;75:73
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Intarasirisawat J, Ang CS, Efstratiou C, Dickens LWF, Page R. Exploring the Touch and Motion Features in Game-Based Cognitive Assessments. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2019;3(3):1
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Peñuelas-Calvo I, Jiang-Lin LK, Girela-Serrano B, Delgado-Gomez D, Navarro-Jimenez R, Baca-Garcia E, Porras-Segovia A. Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review. European Child & Adolescent Psychiatry 2022;31(1):5
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Pallavicini F, Ferrari A, Mantovani F. Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology 2018;9
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Walton CC, Keegan RJ, Martin M, Hallock H. The Potential Role for Cognitive Training in Sport: More Research Needed. Frontiers in Psychology 2018;9
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Margolis AA, Kuravsky LS, Artemenkov SL, Voitov VK, Shepeleva EA, Gavrilova EV, Ermakov SS. Analysis of statistical dependencies between intellectual characteristics and gaming ability, measured with the aid of a computer game. International Journal of Modeling, Simulation, and Scientific Computing 2020;11(06):2050066
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Harvey PD, Balzer AM, Kotwicki RJ. Training engagement, baseline cognitive functioning, and cognitive gains with computerized cognitive training: A cross-diagnostic study. Schizophrenia Research: Cognition 2020;19:100150
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Jayasinghe H, Short CE, Braunack-Mayer A, Merkin A, Hume C. Evidence Regarding Automatic Processing Computerized Tasks Designed For Health Interventions in Real-World Settings Among Adults: Systematic Scoping Review. Journal of Medical Internet Research 2020;22(7):e17915
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Klein RM, Hassan T, Wilson G, Ishigami Y, Mulle J. The AttentionTrip: A game-like tool for measuring the networks of attention. Journal of Neuroscience Methods 2017;289:99
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Zhang M, Ying J, Ho RC. Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review. JMIR Research Protocols 2018;7(10):e10154
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Ferreira-Brito F, Fialho M, Virgolino A, Neves I, Miranda AC, Sousa-Santos N, Caneiras C, Carriço L, Verdelho A, Santos O. Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review. Journal of Biomedical Informatics 2019;98:103287
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Gómez-Tello MF, Rosetti MF, Galicia-Alvarado M, Maya C, Apiquian R. Neuropsychological screening with TOWI: Performance in 6- to 12-year-old children. Applied Neuropsychology: Child 2022;11(2):115
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Naets T, Vervoort L, Tanghe A, Braet C. Adherence and barriers in e‐health self‐control training for enhancing childhood multidisciplinary obesity treatment. Clinical Psychology & Psychotherapy 2020;27(1):42
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Karousou A, Nerantzaki T. Phonological memory training and its effect on second language vocabulary development. Second Language Research 2022;38(1):31
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McKinney TL, Euler MJ, Butner JE. It’s about time: The role of temporal variability in improving assessment of executive functioning. The Clinical Neuropsychologist 2020;34(4):619
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Dymora , Niemiec . Gamification as a Supportive Tool for School Children with Dyslexia. Informatics 2019;6(4):48
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. Gamification in psychological assessment in South Africa: A narrative review. African Journal of Psychological Assessment 2020;2
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Santos J, Vairinhos M, Jesus LMT. Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype. JMIR Serious Games 2019;7(4):e13861
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Dietel FA, Möbius M, Steinbach L, Dusend C, Wilhelm S, Buhlmann U. Effects of induced appearance-related interpretation bias: A test of the cognitive-behavioral model of body dysmorphic disorder. Journal of Behavior Therapy and Experimental Psychiatry 2018;61:180
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Fabbri L, Mosca IE, Gerli F, Martini L, Pancani S, Lucidi G, Savazzi F, Baglio F, Vannetti F, Macchi C. The Games for Older Adults Active Life (GOAL) Project for People With Mild Cognitive Impairment and Vascular Cognitive Impairment: A Study Protocol for a Randomized Controlled Trial. Frontiers in Neurology 2019;9
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Thirkettle M, Lewis J, Langdridge D, Pike G. A Mobile App Delivering a Gamified Battery of Cognitive Tests Designed for Repeated Play (OU Brainwave): App Design and Cohort Study. JMIR Serious Games 2018;6(4):e10519
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Gray SI, Robertson J, Manches A, Rajendran G. BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function. International Journal of Human-Computer Studies 2019;127:124
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van de Weijer SC, Kuijf ML, de Vries NM, Bloem BR, Duits AA. Do-It-Yourself Gamified Cognitive Training: Viewpoint. JMIR Serious Games 2019;7(2):e12130
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Bonnechère B, Bier J, Van Hove O, Sheldon S, Samadoulougou S, Kirakoya-Samadoulougou F, Klass M. Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study. JMIR Serious Games 2020;8(2):e17121
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Aeberhard A, Gschwind L, Kossowsky J, Luksys G, Papassotiropoulos A, de Quervain D, Vogler C. Introducing COSMOS: a Web Platform for Multimodal Game-Based Psychological Assessment Geared Towards Open Science Practice. Journal of Technology in Behavioral Science 2019;4(3):234
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Greisen M, Hornung C, Baudson TG, Muller C, Martin R, Schiltz C. Taking Language out of the Equation: The Assessment of Basic Math Competence Without Language. Frontiers in Psychology 2018;9
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Nah FF, Eschenbrenner B, Claybaugh CC, Koob PB. Gamification of Enterprise Systems. Systems 2019;7(1):13
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Forman EM, Manasse SM, Dallal DH, Crochiere RJ, Berry MP, Butryn ML, Juarascio AS. Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program. Translational Behavioral Medicine 2021;11(4):1015
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Toki EI, Fakitsa P, Drosos K, Pange J, Siafaka V, Karampas A, Petrikis P. Pragmatics Communication Deficiencies and the Role of Gamification. The European Journal of Social & Behavioural Sciences 2018;22(2):73
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Mahncke HW, Kim S, Rose A, Stasio C, Buckley P, Caroff S, Duncan E, Yasmin S, Jarskog LF, Lamberti JS, Nuechterlein K, Strassnig M, Velligan D, Ventura J, Walker T, Stroup TS, Keefe RS. Evaluation of a plasticity-based cognitive training program in schizophrenia: Results from the eCaesar trial. Schizophrenia Research 2019;208:182
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Vugts MA, Joosen MC, Mert A, Zedlitz AM, Vrijhoef HJ. Effectiveness of Serious Gaming During the Multidisciplinary Rehabilitation of Patients With Complex Chronic Pain or Fatigue: Natural Quasi-Experiment. Journal of Medical Internet Research 2018;20(8):e250
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Zhang L, Shang J, Pelton T, Pelton LF. Supporting primary students' learning of fraction conceptual knowledge through digital games. Journal of Computer Assisted Learning 2020;36(4):540
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Biagianti B, Fisher M, Brandrett B, Schlosser D, Loewy R, Nahum M, Vinogradov S. Development and testing of a web-based battery to remotely assess cognitive health in individuals with schizophrenia. Schizophrenia Research 2019;208:250
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Bhavnani S, Mukherjee D, Dasgupta J, Verma D, Parameshwaran D, Divan G, Sharma KK, Thiagarajan T, Patel V. Development, feasibility and acceptability of a gamified cognitive DEvelopmental assessment on an E-Platform (DEEP) in rural Indian pre-schoolers – a pilot study. Global Health Action 2019;12(1):1548005
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Tong T, Chignell M, DeGuzman CA. Using a serious game to measure executive functioning: Response inhibition ability. Applied Neuropsychology: Adult 2021;28(6):673
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Martin N, Capman J, Boyce A, Morgan K, Gonzalez MF, Adler S. New frontiers in cognitive ability testing: working memory. Journal of Managerial Psychology 2020;35(4):193
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Krohn S, Tromp J, Quinque EM, Belger J, Klotzsche F, Rekers S, Chojecki P, de Mooij J, Akbal M, McCall C, Villringer A, Gaebler M, Finke C, Thöne-Otto A. Multidimensional Evaluation of Virtual Reality Paradigms in Clinical Neuropsychology: Application of the VR-Check Framework. Journal of Medical Internet Research 2020;22(4):e16724
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Bernecker K, Ninaus M. No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks. Computers in Human Behavior 2021;114:106542
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Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez JT, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187
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Forman EM, Goldstein SP, Flack D, Evans BC, Manasse SM, Dochat C. Promising technological innovations in cognitive training to treat eating-related behavior. Appetite 2018;124:68
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Sardi L, Idri A, Fernández-Alemán JL. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31
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Fornasini S, Dianti M, Bacchiega A, Forti S, Conforti D. Using Geocaching to Promote Active Aging: Qualitative Study. Journal of Medical Internet Research 2020;22(6):e15339
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Margolis A, Kuravsky L, Voitov V, Gavrilova E, Ermakov S, Petrova G, Shepeleva E, Yurkevich V. Intelligence, creativity, and ‘PLines’ computer game performance by middle school age students. Experimental Psychology (Russia) 2020;13(1):122
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Antonaci A, Klemke R, Specht M. The Effects of Gamification in Online Learning Environments: A Systematic Literature Review. Informatics 2019;6(3):32
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Vervaeke J, Hoorelbeke K, Baeken C, Van Looy J, Koster EHW. Transfer and Motivation After Cognitive Control Training for Remitted Depression in Healthy Sample. Journal of Cognitive Enhancement 2020;4(1):49
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Walton CC, Lampit A, Boulamatsis C, Hallock H, Barr P, Ginige JA, Brodaty H, Chau T, Heffernan M, Sachdev PS, Fiatarone Singh MA, Valenzuela M. Design and Development of the Brain Training System for the Digital “Maintain Your Brain” Dementia Prevention Trial. JMIR Aging 2019;2(1):e13135
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Zakaria Z, Binti Rosli D. ADAPTION OF THE GAMIFICATION HEXAD PLAYER TYPES AND COGNITIVE AWARENESS IN AN ENGINEERING STUDENT. Humanities & Social Sciences Reviews 2019;7(5):626
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Tziraki C, Berenbaum R, Gross D, Abikhzer J, Ben-David BM. Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study. JMIR Serious Games 2017;5(3):e16
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Flynn RM, Colón-Acosta N, Zhou J, Bower J. A Game-Based Repeated Assessment for Cognitive Monitoring: Initial Usability and Adherence Study in a Summer Camp Setting. Journal of Autism and Developmental Disorders 2019;49(5):2003
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Vugts MAP, Joosen MCW, Mert A, Zedlitz A, Vrijhoef HJM. Serious gaming during multidisciplinary rehabilitation for patients with complex chronic pain or fatigue complaints: study protocol for a controlled trial and process evaluation. BMJ Open 2017;7(6):e016394
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Idriss M, Tannous H, Istrate D, Perrochon A, Salle J, Ho Ba Tho M, Dao T. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders. JMIR Serious Games 2017;5(3):e14
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Intarasirisawat J, Ang CS, Efstratiou C, Dickens L, Sriburapar N, Sharma D, Asawathaweeboon B. An Automated Mobile Game-based Screening Tool for Patients with Alcohol Dependence. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2020;4(3):1
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Peters H, Kyngdon A, Stillwell D. Construction and validation of a game-based intelligence assessment in minecraft. Computers in Human Behavior 2021;119:106701
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Butler SK, Runge MA, Milad MP. A Game Show–Based Curriculum for Teaching Principles of Reproductive Infectious Disease (GBS PRIDE Trial). Southern Medical Journal 2020;113(11):531
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Martins PSR, Barbosa-Pereira D, Valgas-Costa M, Mansur-Alves M. Item analysis of the Child Neuropsychological Assessment Test (TENI): Classical test theory and item response theory. Applied Neuropsychology: Child 2022;11(3):339
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Aubert AH, Friedrich MND, Triberti S. Gamifying quantitative face-to-face interviews in rural India: An empirical evaluation based on the basic psychological needs theory. PLOS ONE 2021;16(1):e0244077
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Wan B, Wang Q, Su K, Dong C, Song W, Pang M. Measuring the Impacts of Virtual Reality Games on Cognitive Ability Using EEG Signals and Game Performance Data. IEEE Access 2021;9:18326
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Drakopoulos G, Voutos Y, Mylonas P. Annotation-Assisted Clustering of Player Profiles in Cultural Games: A Case for Tensor Analytics in Julia. Big Data and Cognitive Computing 2020;4(4):39
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Bignardi G, Dalmaijer ES, Anwyl-Irvine A, Astle DE. Collecting big data with small screens: Group tests of children’s cognition with touchscreen tablets are reliable and valid. Behavior Research Methods 2021;53(4):1515
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Kimura K, Moussavi Z. Do Older and Young Adults Learn to Integrate Geometry While Navigating in an Environment of a Serious Game?. Neuroscience Insights 2021;16:263310552098886
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Di Meco A, Bennett JM, Batchelor J, Chekaluk E, Andrews E, Habib J. The role of cognition for identifying unsafe young drivers. Safety Science 2021;138:105099
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Brons A, de Schipper A, Mironcika S, Toussaint H, Schouten B, Bakkes S, Kröse B. Assessing Children’s Fine Motor Skills With Sensor-Augmented Toys: Machine Learning Approach. Journal of Medical Internet Research 2021;23(4):e24237
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Lin Y, Mao H, Lin KN, Tang YL, Yang C, Chou J. Development and Evaluation of a Computer Game Combining Physical and Cognitive Activities for the Elderly. IEEE Access 2020;8:216822
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Manasse SM, Lampe EW, Juarascio AS, Zhu J, Forman EM. Using virtual reality to train inhibitory control and reduce binge eating: A proof-of-concept study. Appetite 2021;157:104988
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Ferreira-Brito F, Alves S, Santos O, Guerreiro T, Caneiras C, Carriço L, Verdelho A. Photo-Realistic Interactive Virtual Environments for Neurorehabilitation in Mild Cognitive Impairment (NeuroVRehab.PT): A Participatory Design and Proof-of-Concept Study. Journal of Clinical Medicine 2020;9(12):3821
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LaMonica HM, Davenport TA, Roberts AE, Hickie IB. Understanding Technology Preferences and Requirements for Health Information Technologies Designed to Improve and Maintain the Mental Health and Well-Being of Older Adults: Participatory Design Study. JMIR Aging 2021;4(1):e21461
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Jahn K, Kordyaka B, Machulska A, Eiler TJ, Gruenewald A, Klucken T, Brueck R, Gethmann CF, Niehaves B. Individualized gamification elements: The impact of avatar and feedback design on reuse intention. Computers in Human Behavior 2021;119:106702
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Giglioli IAC, Carrasco-Ribelles LA, Parra E, Marín-Morales J, Alcañiz Raya M. An Immersive Serious Game for the Behavioral Assessment of Psychological Needs. Applied Sciences 2021;11(4):1971
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Schroeder PA, Lohmann J, Ninaus M. Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity. JMIR Serious Games 2021;9(1):e25063
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Brambilla M, Dinkelbach L, Bigler A, Williams J, Zokaei N, Cohen Kadosh R, Brem A. The Effect of Transcranial Random Noise Stimulation on Cognitive Training Outcome in Healthy Aging. Frontiers in Neurology 2021;12
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Khaleghi A, Aghaei Z, Mahdavi MA. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study. JMIR Serious Games 2021;9(2):e21900
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Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505
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Li M, Xu D, Ma G, Guo Q. Strong tie or weak tie? Exploring the impact of group-formation gamification mechanisms on user emotional anxiety in social commerce. Behaviour & Information Technology 2022;41(11):2294
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Wiley K, Robinson R, Mandryk RL. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review. JMIR Serious Games 2021;9(3):e26449
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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
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. “Ladies and gentlemen, please start your engines!”: why you should gamify your cognitive stimulation interventions for dementia patients. International Psychogeriatrics 2022;34(2):101
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Redlinger E, Glas B, Rong Y. Impact of screen size on cognitive training task performance: An HMD study. International Journal of Psychophysiology 2021;166:166
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McWilliams EC, Barbey FM, Dyer JF, Islam MN, McGuinness B, Murphy B, Nolan H, Passmore P, Rueda-Delgado LM, Buick AR. Feasibility of Repeated Assessment of Cognitive Function in Older Adults Using a Wireless, Mobile, Dry-EEG Headset and Tablet-Based Games. Frontiers in Psychiatry 2021;12
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Sipatchin A, García García M, Wahl S. Target Maintenance in Gaming via Saliency Augmentation: An Early-Stage Scotoma Simulation Study Using Virtual Reality (VR). Applied Sciences 2021;11(15):7164
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Gielis K, Vanden Abeele M, De Croon R, Dierick P, Ferreira-Brito F, Van Assche L, Verbert K, Tournoy J, Vanden Abeele V. Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study. JMIR Serious Games 2021;9(4):e18359
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Ruiz M, Moreno M, Girela-Serrano B, Díaz-Oliván I, Muñoz LJ, González-Garrido C, Porras-Segovia A. Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders. Current Psychiatry Reports 2022;24(1):23
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Rasouli S, Gupta G, Nilsen E, Dautenhahn K. Potential Applications of Social Robots in Robot-Assisted Interventions for Social Anxiety. International Journal of Social Robotics 2022;14(5):1
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Randriambelonoro M, Perrin Franck C, Herrmann F, Carmona GA, Geissbuhler A, Graf C, Frangos E. Gamified Physical Rehabilitation for Older Adults With Musculoskeletal Issues: Pilot Noninferiority Randomized Clinical Trial. JMIR Rehabilitation and Assistive Technologies 2023;10:e39543
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Karapapas C, Goumopoulos C. Mild Cognitive Impairment Detection Using Machine Learning Models Trained on Data Collected from Serious Games. Applied Sciences 2021;11(17):8184
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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
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McHenry MS, Mukherjee D, Bhavnani S, Kirolos A, Piper JD, Crespo-Llado MM, Gladstone MJ, Pant Pai N. The current landscape and future of tablet-based cognitive assessments for children in low-resourced settings. PLOS Digital Health 2023;2(2):e0000196
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Hu YZ, Parimoo S, Chignell M, Lowe CJ, Morton JB. TAG-ME again: A serious game for measuring working memory. Applied Neuropsychology: Adult 2023;:1
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Breuer C, Loh K, Leist L, Fremerey S, Raake A, Klatte M, Fels J. Examining the Auditory Selective Attention Switch in a Child-Suited Virtual Reality Classroom Environment. International Journal of Environmental Research and Public Health 2022;19(24):16569
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Jagtap S, Romanowska S, Leibovitz T, Onno KA, Burhan AM, Best MW. Can cognitive remediation therapy be delivered remotely? A review examining feasibility and acceptability of remote interventions. Schizophrenia Research: Cognition 2022;28:100238
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Oatley G, Choudhury T, Buckman P. Smart Textiles for Improved Quality of Life and Cognitive Assessment. Sensors 2021;21(23):8008
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Barbey FM, Farina FR, Buick AR, Danyeli L, Dyer JF, Islam MN, Krylova M, Murphy B, Nolan H, Rueda-Delgado LM, 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
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Okabayashi S, Kitazawa K, Kawamura T, Nakayama T. E-Learning Material of Evidence-Based Medicine for Laypersons. HLRP: Health Literacy Research and Practice 2022;6(4)
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Cohavi O, Levy-Tzedek S. Young and old users prefer immersive virtual reality over a social robot for short-term cognitive training. International Journal of Human-Computer Studies 2022;161:102775
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Bernini S, Panzarasa S, Sinforiani E, Quaglini S, Cappa SF, Cerami C, Tassorelli C, Vecchi T, Bottiroli S. HomeCoRe for Telerehabilitation in Mild or Major Neurocognitive Disorders: A Study Protocol for a Randomized Controlled Trial. Frontiers in Neurology 2021;12
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Mantell R, Withall A, Radford K, Kasumovic M, Monds L, Hwang YIJ. Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis. JMIR Serious Games 2023;11:e45467
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Adolphe M, Sawayama M, Maurel D, Delmas A, Oudeyer P, Sauzéon H. An Open-Source Cognitive Test Battery to Assess Human Attention and Memory. Frontiers in Psychology 2022;13
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Bastardo R, Pavão J, Martins AI, Silva AG, Rocha NP. A Scoping Review of Digital Solutions that Might be Used as Cognitive Screening Instruments of Community-Dwelling Older Adults. Procedia Computer Science 2022;196:956
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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)
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