A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects
Open accessAbstract
Attention is a basic and main mental task and can play an important role in the functioning of other brain abilities such as intelligence, memory, learning, and perception, and its deficit occurs in 80% of patients with traumatic brain injury. The use of game-based tools for rehabilitation is rapidly expanding. Cognitive rehabilitation via video games is an emerging hot topic in cognitive science. Serious games serve a specific purpose in addition to entertainment. They can be more engaging than exercises since they replace reward and motivation systems with real-world motivations as a complement for rehabilitation activities. This study was aimed at identifying and categorizing serious computer games used for attention rehabilitation and evaluating their effects. Six electronic databases (Scopus, PubMed, ISI, Embase, IEEE, and Cochrane) were searched in August 2021. The search strategy consisted of three main concepts of “serious game”, “cognitive deficits”, and “cognitive rehabilitation”. The inclusion criteria were (1) journal articles, (2) English language, (3) being published in the last 10 years, (4) human participants, and (5) game-based intervention. In the 30 included studies, 22 unique games were utilized for attention rehabilitation. Lumosity (20%), Brain Age (Dr. Kawashima’s Brain Training) (10%), and MoHRS (6.66%) were the most common games among the studies. There were (57%) casual, (23%) action, (10%) simulation, and (10%) multiple genres. Of the 47 tools used in the studies, 5 utilized cross-modal oddball attention tasks, 4 utilized game performance, 3 utilized the paced auditory serial additional test (PASAT), and the rest employed other tools. A total of 73 outcome measures were related to attention, 42 measures did not have significant results, 30 were significantly improved, 1 was significantly deteriorated, and 4 articles did not have any specific measures for attention evaluation. Thus, the results revealed the positive effect of serious games on attention. However, issues such as absence of scientific teams, the variety of the disorders that cause defects, the variety of criteria, differences in measurements, lack of long-term follow-up, insufficient RCT studies, and small sample sizes should be considered when designing, developing, and using game-based systems to prevent bias.
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A systematic review of serious video games for traumatic brain injury found improvement in 30 out of 72 measures of attention, with 42 having no effect, one having a negative effect, and four not specifically relating to attention.
“One systematic review found an improvement in 30 out of 72 measures of attention, with 42 having no effect, one having a negative effect, and four not specifically relating to attention [60].”
From Health Benefits of Video Games in Adolescents and Young Adults (2026) · cites this paper as [60]
The Results (§3.5) report 30 significantly improved measures, 42 without a significant result, and one significantly deteriorated measure. But the review counts 73 attention-related measures, not 72, and says four articles—not four measures—lacked attention-evaluation measures. The review also covers attention rehabilitation across conditions, rather than traumatic brain injury alone. (LLM, conf=0.91)
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- Authors
- Shahmoradi, L., Mohammadian, F., & Rahmani Katigari, M.
- Affiliations
- Tehran University of Medical Sciences (IR)
- Roozbeh Hospital (IR)
- Department of Health Information Management, School of Allied Medical Sciences, Tehran University of Medical Sciences, Tehran 1417744361, Iran
- Venue
- Behavioural Neurology
- Publisher
- Wiley
- Published
- 2022-02-26
- Volume
- 2022
- Pages
- 1-32
- ISSN
- 0953-4180 (ISSN-L)
- 1875-8584
- PMC
- PMC8898139
- OpenAlex
- W4214512773
- Cited by
- 76
- References
- 85
- Citations by year
- 2026: 14 · 2025: 21 · 2024: 25 · 2023: 12 · 2022: 3 · 2021: 1
- FWCI
- 2.22
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Locations
- Behavioural Neurology (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Funders
- Tehran University of Medical Sciences (1400-2-101-54275)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Functions and Memory
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Keywords
- serious games, attention rehabilitation, cognitive rehabilitation, traumatic brain injury, video games, game-based intervention, Lumosity, brain age, Paced Auditory Serial Addition Test, attention deficits, rehabilitation outcome measures
- MeSH terms
- Brain, Humans, Learning, Motivation, Neuropsychological Tests, Video Games
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