Cited by 76Cognitive Functions and MemoryEducational Games and GamificationCognitive Abilities and Testing

A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects

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Shahmoradi, Leila, Mohammadian, Fatemeh, Rahmani Katigari, Meysam·2022·Behavioural Neurology

Abstract

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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1 of the 85 references couldn’t be matched to a known paper.

Research works printed but not linked: 3

  1. [6]Baghdadi G. Towhidkhah F. Rajabi M. Neurocognitive mechanisms of attention: computational models Physiology, and Disease States 2021 Elsevier
  2. [7]Solso R. L. Mac Lin M. K. Mac Lin O. H. Cognitive Psychology 2005 7th Auckland, New Zealand Pearson Education New Zealand
  3. [57]Guimarães A. V. Barbosa A. R. Meneghini V. Active videogame-based physical activity vs. aerobic exercise and cognitive performance in older adults: a randomized controlled trial Journal of Physical Education and Sport. 2018 18 1 203 209

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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
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
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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