Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy
Open accessAbstract
BACKGROUND: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then data quality, intervention effects, and participant engagement may be improved. OBJECTIVES: This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes. We hope to answer 3 questions: (1) Why have researchers opted to use gamification? (2) What domains has gamification been applied in? (3) How successful has gamification been in cognitive research thus far? METHODS: We systematically searched several Web-based databases, searching the titles, abstracts, and keywords of database entries using the search strategy (gamif* OR game OR games) AND (cognit* OR engag* OR behavi* OR health* OR attention OR motiv*). Searches included papers published in English between January 2007 and October 2015. RESULTS: Our review identified 33 relevant studies, covering 31 gamified cognitive tasks used across a range of disorders and cognitive domains. We identified 7 reasons for researchers opting to gamify their cognitive training and testing. We found that working memory and general executive functions were common targets for both gamified assessment and training. Gamified tests were typically validated successfully, although mixed-domain measurement was a problem. Gamified training appears to be highly engaging and does boost participant motivation, but mixed effects of gamification on task performance were reported. CONCLUSIONS: Heterogeneous study designs and typically small sample sizes highlight the need for further research in both gamified training and testing. Nevertheless, careful application of gamification can provide a way to develop engaging and yet scientifically valid cognitive assessments, and it is likely worthwhile to continue to develop gamified cognitive tasks in the future.
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Written from the paper’s full text.
TL;DR
This systematic review identified 33 studies covering 31 gamified cognitive tasks and found 7 reasons researchers gamify cognitive assessment or training. Gamified tasks generally improved motivation and engagement, but evidence for improved data quality was lacking, and effects on task performance were mixed.
Key findings
- The review included 33 relevant studies and 31 gamified cognitive tasks; working memory and general executive functions were common targets for both gamified assessment and training.
- Gamified assessments were typically validated successfully, with sample intertask correlations of 0.45–0.60 in some simpler validation studies, but mixed-domain measurement was a problem.
- Gamified training appeared highly engaging and boosted participant motivation, but mixed effects on task performance were reported; 21 of 33 studies compared a gamelike task directly against a nongamified counterpart.
- The authors found no evidence that gamified tests improve data quality and some indications they may worsen it, while positive training findings were tentative due to methodological problems.
Methods
- Systematic search of PsycInfo, Medline, ETHOS, EMBASE, PubMed, IBSS, Francis, Web of Science, and Scopus using `(gamif* OR game OR games) AND (cognit* OR engag* OR behavi* OR health* OR attention OR motiv*)`, limited to English papers from January 2007 to October 2015.
- Inclusion required primary empirical research on a novel gamelike task designed to assess or train cognition and either validated or piloted; non–peer-reviewed papers, education/health-promotion/rehabilitation gamification, and non-gamelike VR/3D environments were excluded.
- Papers were screened by one reviewer (JL) in three stages, with a second reviewer (EE) rescreening 20% from the title stage onward; inter-rater agreement was moderate (k=.526, 95% CI 0.416–0.633, P<.001).
Limitations
- The paper states that the review required a narrow scope focused on cognitive training and testing, which led to some papers being excluded on the subjective basis of not being “cognitive research,” and that many included studies were preliminary, making findings tentative.
- The paper states that sample sizes were small in nearly all reviewed studies and only 5 of 33 papers described a power calculation.
- Evident from the text: many training games used only a gamified task, so the effect of gamification could not be dissociated from the intervention effect, and validation standards were heterogeneous.
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Integrity signals
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Cites
Statistics
Claims the paper makes
0 of 82 cited sources checked · 0 supported · 0 flagged
- Findingnone given
Gamified tests were typically validated successfully.
“Gamified tests were typically validated successfully”
Quote in the paperSubstantial claim - Findingown data
Working memory and general executive functions were common targets for both gamified assessment and training.
“We found that working memory and general executive functions were common targets for both gamified assessment and training.”
Quote in the paperNot a substantial claim - Findingnone given
Mixed-domain measurement was a problem for gamified tests.
“although mixed-domain measurement was a problem”
Quote in the paperNot a substantial claim - Findingown data
Mixed effects of gamification on task performance were reported.
“mixed effects of gamification on task performance were reported”
Quote in the paperSubstantial claim - Findingown data
The review identified 7 reasons for researchers opting to gamify their cognitive training and testing.
“We identified 7 reasons for researchers opting to gamify their cognitive training and testing.”
Quote in the paperNot a substantial claim
- Findingnone given
Three of the 6 games were very simplistic, with only a few specific game mechanics and carefully designed nongame controls, to make the effects of the game mechanics on the data as apparent as possible.
“Three of the 6 games were very simplistic, with only a few specific game mechanics and carefully designed nongame controls, to make the effects of the game mechanics on the data as apparent as possible.”
Quote in the paperNot a substantial claim - Findingown data
Eleven studies (8 games) used gamification to reduce participant dropout rates over a protracted testing or training programme.
“we found 11 studies (8 games) that used gamification to reduce participant dropout rates over a protracted testing or training programme.”
Quote in the paperNot a substantial claim - Findingcitation
Six studies cited evidence that playing video games can be cognitively beneficial and/or stimulating as a key factor in their decision to gamify.
“Six studies cited evidence that playing video games can be cognitively beneficial and/or stimulating as a key factor in their decision to gamify.”
Quote in the paperNot a substantial claim - Findingcitation
Five other games were aimed at young children and reframed the cognitive assessment as a game to test the children under optimal mental conditions.
“Five other games were aimed at young children, and reframed the cognitive assessment as a game, to test the children under optimal mental conditions [41].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [41] source
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- Findingown data
Eleven tasks were gamified specifically to enhance appeal with a given age group.
“Eleven tasks were gamified specifically to enhance appeal with a given age group”
Quote in the paperNot a substantial claim - Findingcitation
A common feature was that task sessions were kept as short as possible to make them more convenient and increase likelihood of completion.
“A common feature was that task sessions were kept as short as possible to make them more convenient and to increase likelihood of completion [28,32].”
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Six studies (covering 4 games) were designed for people with attention deficit/hyperactivity disorder (ADHD).
“we found 6 studies (covering 4 games) designed for people with attention deficit/hyperactivity disorder (ADHD).”
Quote in the paperNot a substantial claim - Findingcitation
Six games were designed to be suitable for the elderly.
“Six games were designed to be suitable for the elderly”
Quote in the paperNot a substantial claim - Findingown data
Working memory was the most commonly tested cognitive domain.
“Working memory was the most commonly tested domain.”
Quote in the paperNot a substantial claim - Findingown data
Six studies used gamified tasks to test cognition in an engaging close-to-life environment or enhance transferability of learned skills.
“We identified 6 studies that used gamified tasks to test cognition in an engaging close-to-life environment or enhance transferability of learned skills.”
Quote in the paperNot a substantial claim - Findingown data
Only 5 studies explicitly stated that their aim was to assess the motivational and cognitive effects of gamelike features.
“only 5 studies explicitly stated that their aim was to assess the motivational and cognitive effects of gamelike features.”
Quote in the paperNot a substantial claim - Findingcitation
Some studies found that their gamified tests were correlated with measures of multiple cognitive domains, in other words, they were mixed-domain measures.
“Some studies found that their gamified tests were correlated with measures of multiple cognitive domains, in other words, they were mixed-domain measures.”
Quote in the paperSubstantial claim - Findingcitation
Sample correlations from some simpler validation studies suggest intertask correlations of 0.45-0.60.
“However, sample correlations from some of the simpler validation studies suggest intertask correlations of 0.45-0.60 [28,37,39,63].”
Quote in the paperSubstantial claim0 of 4 sources checked - Findingown data
Twenty-one of 33 studies compared a gamelike task directly against a nongamified counterpart.
“We identified 21 of 33 studies that compared a gamelike task directly against a nongamified counterpart”
Quote in the paperSubstantial claim - Findingcitation
A second paper found that Space Code's correlations with measures of working memory, visuospatial ability, and processing speed were not stable.
“However, a second paper detailing 2 experiments which aimed to replicate the previous finding found that Space Code’s correlations with measures of working memory, visuospatial ability, and processing speed were not stable [18].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [18] source
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- Findingnone given
Retirement Party was compared against the Continuous Performance Task-II in healthy controls and adults with ADHD.
“Retirement Party was compared against the Continuous Performance Task-II in healthy controls and adults with ADHD.”
Quote in the paperSubstantial claim - Findingnone given
Mixed-domain measures were an issue for gamified assessments.
“though mixed-domain measures were an issue”
Quote in the paperNot a substantial claim - Findingreasoning
Most gamified assessments were validated successfully.
“Most gamified assessments were validated successfully.”
Quote in the paperSubstantial claim - Findingown data
Where reported, subjective and objective measures of participant engagement were positive.
“Where reported, subjective and objective measures of participant engagement were positive.”
Quote in the paperNot a substantial claim - Findingcitation
Wii Tests, Shapebuilder, The Great Brain Experiment, BAM-COG, and Tap the Hedgehog produced output measures/scores that correlated fairly well with their non-gamelike counterparts.
“Wii Tests [21], Shapebuilder [37], The Great Brain Experiment [32,39], BAM-COG [28], and Tap the Hedgehog [27] were all found to produce output measures/scores that correlated fairly well with their non–gamelike counterparts”
Quote in the paperSubstantial claim0 of 4 sources checked - Findingown data
All studies that measured intrinsic motivation reported that the use of gamelike tasks improved motivation compared with nongamified versions.
“All studies that measured intrinsic motivation reported that the use of gamelike tasks improved motivation, compared with nongamified versions.”
Quote in the paperNot a substantial claim - Findingown data
We identified 7 reasons why researchers use gamification in cognitive research.
“We identified 7 reasons why researchers use gamification in cognitive research.”
Quote in the paperSubstantial claim - Findingreasoning
Several studies aimed to reduce test anxiety and optimize performance in groups that traditionally dislike being tested, particularly electronically, such as elderly people and children.
“Several studies aimed to reduce test anxiety and optimize performance in groups that traditionally dislike being tested, particularly electronically, such as elderly people and children.”
Quote in the paperSubstantial claim - Findingnone given
Several games simply presented themselves as "puzzles" which the participant had to complete.
“Several games simply presented themselves as “puzzles” which the participant had to complete.”
Quote in the paperNot a substantial claim - Findingown data
Sample sizes were small in nearly all of the studies we reviewed.
“Sample sizes were small in nearly all of the studies we reviewed”
Quote in the paperSubstantial claim - Findingnone given
Typically, cognitive assessment games were validated rigorously, using correlation with similar cognitive tasks and factor analysis to determine whether they were performing as expected.
“Typically, cognitive assessment games were validated rigorously, using correlation with similar cognitive tasks and factor analysis to determine whether they were performing as expected.”
Quote in the paperNot a substantial claim - Findingreasoning
Long-term goals which had to be completed over repeated sessions were common in training games.
“Long-term goals which had to be completed over repeated sessions were also common”
Quote in the paperNot a substantial claim - Findingcitation
There were some indications that gamification may actually worsen data quality.
“and there were some indications that it may actually worsen it [17,18,34,36].”
Quote in the paperSubstantial claim0 of 4 sources checked - Findingown data
There was little consideration of statistical power when sample sizes were decided upon, with only 5 of 33 papers describing a power calculation.
“and there was little consideration of statistical power when sample sizes were decided upon, with only 5 of 33 papers describing a power calculation.”
Quote in the paperSubstantial claim - Findingown data
Despite concerns that some commonly used game mechanics might reduce participant motivation, we saw no evidence that this was the case.
“Furthermore, despite concerns that some commonly used game mechanics might reduce participant motivation [72] (such as by having a visibly low score [73]), we saw no evidence that this was the case.”
Quote in the paperSubstantial claim0 of 2 sources checked - Findingown data
We found heterogeneous standards for validating gamified tasks.
“We found heterogeneous standards for validating gamified tasks.”
Quote in the paperSubstantial claim - Findingown data
We did find some evidence that gamification may be effective at enhancing cognitive training.
“We did, however, find some evidence that gamification may be effective at enhancing cognitive training”
Quote in the paperSubstantial claim - Premisecitation
A lack of participant motivation has a negative impact on the quality of data collected.
“There is evidence that a lack of participant motivation has a negative impact on the quality of data collected [4]”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [4] source
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- Premisecitation
Web-based study participants can drop out by closing the browser window when they decide the study is not worth their time.
“This is a particular problem for Web-based studies where participants can simply close the browser window and drop out of the study the moment they decide it is not worth their time [5].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [5] source
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- Interpretationreasoning
Careful application of gamification can provide a way to develop engaging and yet scientifically valid cognitive assessments.
“Nevertheless, careful application of gamification can provide a way to develop engaging and yet scientifically valid cognitive assessments”
Quote in the paperSubstantial claim - Premisecitation
It is commonly reported that ADHD patients are compulsive computer game players.
“It is commonly reported that ADHD patients are compulsive computer game players [23].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [23] source
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- Premisecitation
Cognitive training has often suffered from a lack of transferability; improvements at the training task do not generalize to the real world.
“Cognitive training has often suffered from a lack of transferability [57-59]. Although participants may improve at the training task, these improvements do not generalize to the real world.”
Quote in the paperSubstantial claim0 of 3 sources checked - Interpretationreasoning
Gamification has the potential to invalidate a task.
“Gamification also has the potential to invalidate a task.”
Quote in the paperSubstantial claim - Premisecitation
The €10 condition and the gaming condition (Megabot) prevented the decrease in performance over time in ADHD children.
“and the €10 condition and the gaming condition (Megabot) prevented this decrease.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [22] source
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- Interpretationcitation
Performance problems in ADHD training might be somewhat alleviated through the use of gamelike tasks.
“These results indicate that performance problems in ADHD training might be somewhat alleviated through the use of gamelike tasks.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [22] source
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- Premisecitation
ADHD children had higher accuracy when trained using a gamified working memory training task as opposed to a non-gamelike one.
“with higher accuracy (69% vs 51%), when trained using a gamified working memory training task as opposed to a non–gamelike one.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [24] source
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- Premisecitation
ADHD children experienced a decrease in performance over time during working memory training.
“However, ADHD children also experienced a decrease in performance over time”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [22] source
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- Interpretationreasoning
This likely invalidates Retirement Party as a diagnostic tool for ADHD.
“this likely invalidates the game as a diagnostic tool for ADHD.”
Quote in the paperSubstantial claim - Premisecitation
ADHD children completed more training trials when trained using a gamified working memory training task as opposed to a non-gamelike one.
“ADHD children completed more training trials (M=199.48, SD=47.46 vs M=134.43, SD=34.18)”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [24] source
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- Premisecitation
Regardless of incentive, ADHD children did not perform as well as healthy controls on working memory training.
“They found that regardless of incentive, ADHD children did not perform as well as healthy controls.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [22] source
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- Premisecitation
Points appeared to have no effect on data in a visual search task.
“Points appeared to have no effect on data”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [36] source
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- Premisecitation
The greatest training effect in WMTrainer was caused by versions with minimal motivational features.
“They compared training improvement across conditions and found that the greatest training effect was caused by versions with minimal motivational features.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [34] source
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- Premisecitation
Points boosted subjective engagement scores in a visual search task.
“and boosted subjective engagement scores.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [36] source
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- Premisecitation
Participants were more willing to perform training when in the gamelike condition in Watermons.
“Participants were also more willing to perform training when in the gamelike condition.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [38] source
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- Interpretationcitation
These results highlight the delicate nature of designing gamified cognitive tests because something as innocuous as a few sound effects had deleterious effects on participant performance.
“These results highlight the delicate nature of designing gamified cognitive tests because something as innocuous as a few sound effects had deleterious effects on participant performance.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [36] source
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- Premisecitation
Gamification can improve overall participant performance in a working memory training task.
“Ninaus et al, presenting evidence that gamification can improve overall participant performance in a working memory training task [48]”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [48] ErikssonBMusialikMWagnerJStudent essay20120862016-07-08Gamification - Engaging the Future https://gupea.ub.gu.se/handle/2077/30037
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- Premisecitation
None of the WMTrainer conditions made any difference on subjective motivation scores.
“and none of the conditions made any difference on subjective motivation scores.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [34] source
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- Premisecitation
The gamelike versions of the decision-making tasks were more interesting and enjoyable.
“but that the gamelike versions were more interesting and enjoyable.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [9] source
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- Premisecitation
Sound effects led to increased reaction times in a visual search task.
“They found that sound effects led to increased reaction times”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [36] source
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- Premisecitation
Subjective ratings indicated that both versions of both decision-making tasks were equally boring and repetitive.
“Subjective ratings indicated that both versions of both tasks were equally boring and repetitive”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [9] source
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- Premisecitation
The fully gamified WMTrainer condition had one of the shallowest improvement slopes.
“The fully gamified condition had one of the shallowest improvement slopes”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [34] source
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- Premisecitation
No difference was found between the data collected by the gamified versions and the nongame versions of two decision-making tasks.
“No difference between the data collected by the gamified versions and the nongame versions was found.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [9] source
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- Premisecitation
Sound effects did not improve scores of subjective engagement in a visual search task.
“and did not improve scores of subjective engagement.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [36] source
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- Interpretationreasoning
The positive training findings must be taken tentatively due to numerous methodologic problems in the studies reviewed.
“but we must take these positive training findings tentatively due to numerous methodologic problems in the studies that we reviewed.”
Quote in the paperSubstantial claim - Interpretationnone given
It is possible to design gamified cognitive assessments that validate well against more traditional measures, providing caution is taken to avoid developing mixed-domain measures or masking deficits of interest.
“The results of this review also show that it is possible to design gamified cognitive assessments that validate well against more traditional measures, providing that caution is taken to avoid developing mixed-domain measures or masking deficits of interest.”
Quote in the paperSubstantial claim - Interpretationnone given
Gamified cognitive tasks are more engaging than traditional tasks.
“Gamified cognitive tasks are more engaging than traditional tasks”
Quote in the paperSubstantial claim - Premisecitation
Playing video games can facilitate the release of extrastriatal dopamine, which plays a role in focusing attention and heightening arousal.
“However, it is thought that playing video games can facilitate the release of extrastriatal dopamine, which plays a role in focusing attention and heightening arousal [68,69]”
Quote in the paperNot a substantial claim0 of 2 sources checked - Interpretationreasoning
Gamification is likely to play an important role in enabling the move of cognitive research out of the laboratory and onto personal computers and mobile devices.
“Gamification is likely to play an important role in enabling this change”
Quote in the paperNot a substantial claim- Rests on an assumption: Engagement will be the key to collecting high-quality data as cognitive research moves out of the laboratory and onto personal computers and mobile devices.
- May combine two claims. 44
- Classified as probably not a substantial claim. 19
May combine two claims.
Findingnone givenGamified training appears to be highly engaging and boosts participant motivation.
“Gamified training appears to be highly engaging and does boost participant motivation”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataThe review identified 33 relevant studies, covering 31 gamified cognitive tasks used across a range of disorders and cognitive domains.
“Our review identified 33 relevant studies, covering 31 gamified cognitive tasks used across a range of disorders and cognitive domains.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataSixteen studies explicitly used gamified tasks to measure or train cognition in a more motivating manner, and the majority (10 of 16) of these studies were assessment studies.
“we found 16 studies that explicitly used gamified tasks to measure or train cognition in a more motivating manner, and the majority (10 of 16) of these studies were assessment studies.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenIncluded studies had heterogeneous study designs and typically small sample sizes.
“Heterogeneous study designs and typically small sample sizes”
Quote in the paperSubstantial claimMay combine two claims.
FindingreasoningMany of these games were used in an unobserved, nonlaboratory setting, and the tasks made use of motivational features that made training and testing intrinsically more appealing and less of a burden to perform regularly.
“Many of these games were used in an unobserved, nonlaboratory setting; therefore, the tasks made use of motivational features that made the training and testing intrinsically more appealing and less of a burden to perform on a regular basis.”
Quote in the paperSubstantial claimMay combine two claims.
FindingcitationWatermons was designed using Self Determination Theory to maximize participant intrinsic motivation and make any motivational effects of game mechanics as apparent as possible.
“One game, Watermons [38], was designed, using Self Determination Theory [50,51], to maximize participant intrinsic motivation and make any motivational effects of game mechanics as apparent as possible.”
Quote in the paperNot a substantial claim0 of 3 sources checkedMay combine two claims.
Findingown dataWorking memory was a popular target for training, closely followed by executive function and inhibitory control training.
“Again, working memory was a popular target, closely followed by EF and inhibitory control training.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataMany games tested several cognitive domains and/or general executive function, highlighting the difficulty of examining gamification effects on specific cognitive domains.
“Many games tested several cognitive domains and/or general EF, highlighting the difficulty of examining gamification effects on specific cognitive domains (and therefore comparing performance to standard cognitive tasks).”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Findingown dataThe numbers of studies investigating cognitive testing (17) and training (15) were very similar.
“It is also worth noting that the numbers of studies investigating cognitive testing (17) and training (15) were very similar”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataGeneral executive function, attention, and inhibition were also commonly tested domains.
“General executive function (EF), attention, and inhibition were also commonly tested domains.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Findingnone givenThe Great Brain Experiment aimed to keep task sessions below 5 minutes and found that the shortest task, the Stop Signal Task, was the most popular mini game.
“The Great Brain Experiment aimed to keep task sessions below 5 minutes in duration and found that the shortest task, the Stop Signal Task, was the most popular mini game.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataComparable numbers of games were used for cognitive testing (17) and training (13), with one game that can be used for both testing and training.
“We found comparable numbers of games used for cognitive testing (17) and training (13), with one game that can be used for both testing and training”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationThese games tended to build simple game-archetypes around an existing cognitive task, with the goal of encouraging self-motivation, improving participant enjoyment, and reducing test anxiety.
“these games tended to build simple game-archetypes, such as space invaders or whack-a-mole, around an existing cognitive task; with the goal of encouraging self-motivation, improving participant enjoyment, and even reducing test anxiety [17].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [17] McPherson, J, 2007, Behav Res Methods source
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May combine two claims.
FindingcitationWhack-a-Mole's primary output measure was correlated with inhibition (r(22)=.60, P<.001) and updating (r(22)=.35, P<.05).
“For example, use of exploratory factor analysis showed that Whack-a-Mole’s primary output measure was correlated with 2 of the 3 EFs of interest: inhibition (r (22)=.60, P<.001) and updating (r (22) = .35, P<.05) [33].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [33] source
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May combine two claims.
FindingreasoningValidation studies varied in design, and some reported complex correlations between gamified and nongamified tasks with multiple outputs.
“Validation studies varied in their design, and some studies reported complex correlations between gamified and nongamified tasks with multiple outputs.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThere is a smaller overlap in domains covered by cognitive training tasks; test batteries tend to test a wide range of domains, whereas training focuses on 1 or 2 domains exclusively.
“There is a smaller overlap in domains covered by cognitive training tasks; test batteries tend to test a wide range of domains, whereas training focuses on 1 or 2 domains exclusively.”
Quote in the paperNot a substantial claimMay combine two claims.
FindingcitationThe initial study was successful, with Space Code's output measure correlating well with a conventional measure of processing speed (r(58)=.55, P<.001).
“The initial study was successful, with Space Code’s output measure correlating well with a conventional measure of processing speed (r (58)=.55, P<.001).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataThe Continuous Performance Task-II detected more commission errors from ADHD adults as expected (M=56, SD=13 vs M=46, SD=10), but Retirement Party did not (M=14.4, SD=5.8 vs M=13.2, SD=4.3).
“The Continuous Performance Task-II detected more commission errors from the ADHD adults as expected (mean [M]=56, standard deviation [SD]=13 vs M=46, SD=10), but Retirement Party did not (M=14.4, SD=5.8 vs M=13.2, SD=4.3)”
Quote in the paperSubstantial claimMay combine two claims.
FindingreasoningWe saw several games aimed at training and testing people with ADHD, and overall, these games appear highly engaging to users, in some cases, even increasing the time spent training.
“We saw several games aimed at training and testing people with ADHD, and overall, these games appear highly engaging to users, in some cases, even increasing the time spent training.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenGamification was reported as both motivational and positive by study authors and participants alike.
“Indeed, gamification was reported as both motivational and positive by study authors and participants alike.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataOur review found no evidence to support that gamified tests can be used to improve data quality, either by reducing between-subject noise or by improving participant performance.
“Our review found no evidence to support that gamified tests can be used to improve data quality, either by reducing between-subject noise or by improving participant performance”
Quote in the paperSubstantial claimMay combine two claims.
Findingown data3D graphics were quite prevalent in training games, as was the use of avatars, points, levels, and dynamically growing game worlds.
“3D graphics were quite prevalent, as was the use of avatars, points, levels, and dynamically growing game worlds”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenAssessment games were simpler, predominantly using 2D graphics, sound effects, score, and theme to create the appearance of a game.
“In contrast, assessment games were simpler, predominantly using 2D graphics, sound effects, score, and theme to create the appearance of a game.”
Quote in the paperNot a substantial claimMay combine two claims.
FindingreasoningTraining games typically contained many features and were similar in appearance to commercial video games.
“Training games typically contained many features and were similar in appearance to commercial video games.”
Quote in the paperNot a substantial claim- Rests on an assumption: Cognitive training normally requires several sessions to be effective.
Classified as probably not a substantial claim.
Study design and conductnone givenPapers were included in the review only on the agreement of both reviewers.
“Papers were only included in the review on the agreement of both JL and EE.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataInter-rater reliability of paper inclusion at the 20% data check stage was moderate (k=.526, 95% CI 0.416 to 0.633, P<.001).
“We used Cohen K to assess inter-rater reliability of paper inclusion at the 20% data check stage (7590 papers checked). There was moderate agreement between the 2 reviewers (k=.526, 95% CI, 0.416 to 0.633, P<.001).”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationVideo games appear to have positive effects on working memory, attentional capacity, problem solving, motivation, emotional control, and prosocial behaviors.
“Furthermore, using games as a vehicle to deliver cognitive training may also be advantageous simply because video games appear to have positive effects on a number of outcomes, including working memory, attentional capacity, problem solving, motivation, emotional control, and prosocial behaviors [6].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [6] source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenA second reviewer rescreened 20% of the papers from the title stage onward to ensure that no relevant papers were missed.
“A second reviewer (EE) rescreened 20% of the papers from the title stage onward to ensure that no relevant papers were missed.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationCognitive assessment has been accused of being ecologically invalid.
“In a similar vein, cognitive assessment has been accused of being ecologically invalid [60].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [60] source
Not checked in the free run.
May combine two claims.
PremisecitationPatients with ADHD react differently from controls to rewards and feedback: they prefer strong reinforcement and immediate feedback, as well as clear goals and objectives.
“Furthermore, patients with ADHD react differently from controls to rewards and feedback: they prefer strong reinforcement and immediate feedback, as well as clear goals and objectives, all of which can easily be delivered in a gamelike environment [22,24,62].”
Quote in the paperSubstantial claim0 of 3 sources checkedMay combine two claims.
PremisecitationVideo game players outperform nongamers on tests of working memory, visual attention, and processing speed.
“There is good evidence that video game players outperform nongamers on tests of working memory [52] visual attention [53,54] and processing speed [55,56].”
Quote in the paperSubstantial claim0 of 5 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
InterpretationreasoningWorking memory was the most commonly tested domain likely because it is easy to test and because working memory deficit is a common symptom in many disorders.
“This is likely due to its ease of testing and also because working memory deficit is a common symptom in many disorders.”
Quote in the paperNot a substantial claim- Rests on an assumption: Working memory deficit is a common symptom in many disorders.
Classified as probably not a substantial claim.
PremisecitationGames are uniquely suited to some forms of cognitive training because they give the player freedom to make choices and experience feedback, providing opportunities for experiential learning.
“As Dunbar et al explain [8], games are uniquely suited to some forms of cognitive training as they give the player freedom to make choices and experience feedback on the effects of those choices; in other words, they provide opportunities for experiential learning [61].”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [8] source
Not checked in the free run.
- cites [61] Kolb, D, 1984, Experiential learning: experience as the source of learning and development
Not checked in the free run.
Probably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
InterpretationreasoningThe slightly smaller proportion of games used to deliver cognitive training is likely explained by the relative recency of the field.
“the slightly smaller proportion of games used to deliver cognitive training is likely explained by the relative recency of the field.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationGamification aims to increase engagement with tasks that might otherwise be perceived as demotivating.
“Gamification aims to increase engagement with tasks that might otherwise be perceived as demotivating [48]”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [48] ErikssonBMusialikMWagnerJStudent essay20120862016-07-08Gamification - Engaging the Future https://gupea.ub.gu.se/handle/2077/30037
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationCommercial gamification is often used to create long-term interest around a user experience, product, or event.
“Commercial gamification is often used to create long-term interest around a user experience, product, or event [13].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [13] source
Not checked in the free run.
May combine two claims.
InterpretationreasoningBroadly speaking, these were well-designed and well-powered studies, and together they provide encouraging evidence that cognitive tests can be gamified and still be useful as a research tool.
“Broadly speaking, these were well-designed and well-powered studies, and together, they provide encouraging evidence that cognitive tests can be gamified and still be useful as a research tool.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningA performance boost resulting from gamelike elements is a disadvantage when performing cognitive assessment but is likely desirable in a cognitive training scenario.
“Such a performance boost resulting from gamelike elements is a disadvantage when performing cognitive assessment but is likely to be desirable in a cognitive training scenario.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningDesigning gamified cognitive tasks is difficult, and multiple, well-powered validation studies may be required to ensure a task is measuring what is intended.
“The fact that Space Code was thought to be a fairly pure measure in one study and then was shown to be mixed-domain in the next highlights the fact that designing gamified cognitive tasks is difficult, and multiple, well-powered validation studies may be required to ensure a task is measuring what is intended.”
Quote in the paperNot a substantial claimMay combine two claims.
InterpretationcitationGiven the relatively large combined sample size of these studies (N=200), they provide good evidence that game mechanics can be included in cognitive tests without invalidating the data and with the desired effect of increasing motivation.
“Given the relatively large combined sample size of these studies (N=200), they provide good evidence that game mechanics can be included in cognitive tests without invalidating the data and with the desired effect of increasing motivation.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [9] source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationThe dopaminergic system is thought to be abnormal in ADHD.
“The dopaminergic system is thought to be abnormal in ADHD [66,67].”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [66] source
Not checked in the free run.
- cites [67] 1996, Mol Psychiatry
Not checked in the free run.
May combine two claims.
InterpretationcitationGamified tasks may be valuable for assessing ADHD patients because computer games are particularly appealing to them, with rapid rewards, immediate feedback, and time-pressure being exactly the type of stimulus the ADHD brain craves.
“Gamified tasks may be valuable for assessing ADHD patients as computer games are particularly appealing to them: with rapid rewards, immediate feedback, and time-pressure being exactly the type of stimulus the ADHD brain craves [64,65].”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [64] Kok, A, 2002, Autism source
Not checked in the free run.
- cites [65] WebMD20122016-04-19Video Games and ADHD: What's the Link? http://www.webmd.com/add-adhd/childhood-adhd/features/adhd-and-video-games-is-there-a-link?print=true
Not checked in the free run.
May combine two claims.
PremisecitationThe Great Brain Experiment and GAME both showed gamelike tasks to be appropriate for measuring and training working memory.
“The Great Brain Experiment [39] and GAME [46] both showed gamelike tasks to be appropriate for measuring and training working memory.”
Quote in the paperNot a substantial claim0 of 2 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationData collected from two very different gamified and nongamified tasks could fit similar models of working memory capacity.
“McNab and Dolan showing that data collected from 2 very different gamified and nongamified tasks could fit similar models of working memory capacity.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [39] source
Not checked in the free run.
May combine two claims.
PremisecitationChildren in the gamelike condition were more engaged and enjoyed the training more, as measured by absence time.
“Children in the gamelike condition were also more engaged and enjoyed the training more, as measured by “absence time.””
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [24] source
Not checked in the free run.
May combine two claims.
PremisecitationWatermons gamelike features increased the effect of training, reducing reaction times and switch costs, compared against a non-gamelike version of the training.
“They found that these gamelike features increased the effect of training, reducing reaction times and switch costs, compared against a non–gamelike version of the training.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [38] source
Not checked in the free run.
Classified as probably not a substantial claim. May combine two claims.
Interpretationnone givenMany of the studies reviewed were of a preliminary nature, and as such, the findings reported here should be considered tentative.
“An additional consideration is that many of the studies reviewed were of a preliminary nature, and as such, the findings reported here should be considered tentative.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningGamified cognitive tasks make the participant experience less effortful and potentially reduce drop-outs in longitudinal studies.
“thus making the participant experience less effortful and potentially reducing drop-outs in longitudinal studies.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
InterpretationreasoningTasks of this nature represent gamification at its simplest, but they were well received by users, implying that minimal gamification is better than no gamification.
“Tasks of this nature represent gamification at its simplest, but they were well received by users, implying that minimal gamification is better than no gamification.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing).
InterpretationreasoningThe simplicity of gamification employed is likely due to the constant tension between creating an engaging task and the risk of undermining the task's scientific validity: including unknown game mechanics might have deleterious effects on the data collected.
“The simplicity of gamification employed is likely due to the constant tension between creating an engaging task and the risk of undermining the task’s scientific validity: including unknown game mechanics might have deleterious effects on the data collected.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
InterpretationreasoningLong-term goals served to sustain engagement over a long period.
“and served to sustain engagement over a long period.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductnone givenPapers were only included in the review on consensus from both reviewers (JL and EE), and a 20% selection check was performed by EE on papers from the title-screening stage onward.
“papers were only included in the review on consensus from both reviewers (JL and EE), and a 20% selection check was performed by EE on papers from the title-screening stage onward.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationcitationKatz et al and Miranda and Palmer highlight that balancing motivation and performance can be difficult, with several game mechanics having unforeseen deleterious effects on performance.
“However, Katz et al [34] and Miranda and Palmer [36] highlight that this can be difficult balancing act, with several game mechanics having unforeseen deleterious effects on performance.”
Quote in the paperSubstantial claim0 of 2 sources checkedMay combine two claims.
InterpretationcitationResults of references [9,17,18,38] show that gamified tasks can be used to improve motivation, while still maintaining a scientifically valid task.
“The results of references [9,17,18,38], show that gamified tasks can be used to improve motivation, while still maintaining a scientifically valid task.”
Quote in the paperSubstantial claim0 of 4 sources checkedMay combine two claims.
Interpretationown dataMany training games used a gamified task only, meaning the effect of gamification cannot be dissociated from the effect of the intervention.
“Many training games used a gamified task only, meaning the effect of gamification cannot be dissociated from the effect of the intervention.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningPlaying video games may improve player performance and motivation.
“this may improve player performance and motivation.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Interpretationnone givenGamelike tasks may also reduce feelings of test anxiety and allow alternative interfaces to cognitive tests that would otherwise be difficult to deliver in certain populations.
“Gamelike tasks may also reduce feelings of test anxiety and allow alternative interfaces to cognitive tests that would otherwise be difficult to deliver in certain populations.”
Quote in the paperNot a substantial claim
The paper relies on this without support.
Cognitive tasks are typically viewed as effortful, frustrating, and repetitive.
“Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement.”
The paper relies on this without support.
To the authors' knowledge, there have been no systematic reviews of gamification in cognitive research.
“To our knowledge, there have been no systematic reviews of gamification in cognitive research.”
The paper relies on this without support.
The highly repetitive nature of cognitive tasks means they are ripe for improvement.
“the highly repetitive nature of cognitive tasks means they are ripe for improvement.”
The paper relies on this without support.
Cognitive tests are typically a one-off measure, and replayability is not a requirement.
“Cognitive tests are typically a one off measure, and replayability is not a requirement.”
The paper relies on this without support.
Working memory deficit is a common symptom in many disorders.
“working memory deficit is a common symptom in many disorders.”
The paper relies on this without support.
Cognitive training normally requires several sessions to be effective.
“Cognitive training normally requires several sessions to be effective”
The paper relies on this without support.
Engagement will be the key to collecting high-quality data as cognitive research moves out of the laboratory and onto personal computers and mobile devices.
“As cognitive research begins to move out of the laboratory and onto personal computers and mobile devices, engagement will be the key to collecting high-quality data.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Serious game interventions have been found to improve time management and planning/organization and reduce hyperactivity symptoms in students with ADHD.
“Those authors found improvements in time management and planning/organization, and a reduction in hyperactivity symptoms in a group of students with ADHD who received an SG intervention.”
From Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019) · cites this paper as [16]
The current results are consistent with previous research stating that playing videogames can increase concentration and other cognitive variables, such as processing speed or visual discrimination.
“These results are in line with previous research stating that playing videogames can increase concentration and other cognitive variables, such as processing speed or visual discrimination [12,13,14,15,16].”
From Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019) · cites this paper as [16]
Statistics that don’t add up
Each reported p-value recomputed from its test statistic and degrees of freedom.
p-value fits an unstated one-tailed test: r (22) = .35, p < .05
MinorThe paper reports p < .05 here; recomputing from the test statistic and its degrees of freedom gives p = .094 (two-tailed). The reported value is what a one-tailed test gives, but the paper does not say near this result that a one-tailed test was used.
Reported p < .05 · recomputed p = .094
“r (22) = .35, P<.05”
p-value fits an unstated one-tailed test: r (22)=.60, p < .001
MinorThe paper reports p < .001 here; recomputing from the test statistic and its degrees of freedom gives p = .002 (two-tailed). The reported value is what a one-tailed test gives, but the paper does not say near this result that a one-tailed test was used.
Reported p < .001 · recomputed p = .002
“r (22)=.60, P<.001”
Statistics recomputed
Every reported test result, recomputed from its test statistic and degrees of freedom. A result shows as not adding up only once an independent check has confirmed it.
- Doesn’t add upr(22) = 0.6reported p < .001 · recomputed p = .002
“r (22)=.60, p < .001”
- Doesn’t add upr(22) = 0.35reported p < .05 · recomputed p = .094
“r (22) = .35, p < .05”
- Consistentr(58) = 0.55reported p < .001 · recomputed p < .001
“r (58)=.55, p < .001”
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Trapp study has conflicting publication years
MinorTable 1 dates the Trapp et al study to 2008, while its matching reference lists BMC Psychiatry 2013.
“| Trapp et al, 2008 [19] | Cognitive remediation improves cognition and good cognitive performance increases time to relapse—results of a 5-year catamnestic study in schizophrenia patients | Xcog | Training |”
“19. Trapp W Landgrebe Michael Hoesl Katharina Lautenbacher Stefan Gallhofer Bernd Günther Wilfried Hajak Goeran Cognitive remediation improves cognition and good cognitive performance increases time to relapse--results of a 5 year catamnestic study in schizophrenia patients BMC Psychiatry 2013 13 184”
Ninaus finding points to a different reference
MinorThe text attributes the working-memory performance finding to Ninaus et al but cites reference 48, which is an essay by Eriksson and colleagues. The Ninaus study is listed as reference 46.
“With Ninaus et al, presenting evidence that gamification can improve overall participant performance in a working memory training task [48]”
“48. Eriksson B Musialik M Wagner J Student essay 2012 08 6 2016-07-08 Gamification - Engaging the Future”
Cites
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Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 27,815 · cited 1× · see citing works
“One game, Watermons [38], was designed, using Self Determination Theory [50,51], to maximize participant intrinsic motivation and make any motivational effects of game mechanics as apparent as possible.”
MethodMoral Identity and Developmental Theory
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The motivational pull of video games: a self-determination theory approach
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“One game, Watermons [38], was designed, using Self Determination Theory [50,51], to maximize participant intrinsic motivation and make any motivational effects of game mechanics as apparent as possible.”
MethodReality is Broken Why Games Make Us Better and How They Can Change the World
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“By their nature, games present users with difficult challenges to overcome and use narrative structure, complex graphics, strategic elements, and intuitive rules to engage the user [3].”
BackgroundEysenbach, G. (2005) · Journal of Medical Internet Research · doi:10.2196/jmir.7.1.e11 · Cited by 2,524 · cited 1× · see citing works
“This is a particular problem for Web-based studies where participants can simply close the browser window and drop out of the study the moment they decide it is not worth their time [5].”
BackgroundIs working memory training effective? A meta-analytic review
Melby-Lervåg, M., & Hulme, C. (2013) · Developmental Psychology · doi:10.1037/a0028228 · Cited by 1,782 · cited 1× · see citing works
“Cognitive training has often suffered from a lack of transferability [57-59].”
BackgroundVideo game training enhances cognitive control in older adults
Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., Kong, E., Larraburo, Y., Rolle, C., Johnston, E., et al. (2013) · Nature · doi:10.1038/nature12486 · Cited by 1,666 · cited 2× · see citing works
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BackgroundBoyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016) · Computers & Education · doi:10.1016/j.compedu.2015.11.003 · Cited by 1,133 · cited 1× · see citing works
“Furthermore, using games as a vehicle to deliver cognitive training may also be advantageous simply because video games appear to have positive effects on a number of outcomes, including working memory, attentional capacity, problem solving, motivation, emotional control, and prosocial behaviors [6].”
MethodDopamine and the regulation of cognition and attention
Nieoullon, A. (2002) · Progress in Neurobiology · doi:10.1016/s0301-0082(02)00011-4 · Cited by 1,131 · cited 1× · see citing works
“However, it is thought that playing video games can facilitate the release of extrastriatal dopamine, which plays a role in focusing attention and heightening arousal [68,69]; this may improve player performance and motivation.”
BackgroundShort- and long-term benefits of cognitive training
Jaeggi, S. M., Buschkuehl, M., Jonides, J., & Shah, P. (2011) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1103228108 · Cited by 769 · cited 1× · see citing works
“Cognitive training has often suffered from a lack of transferability [57-59].”
BackgroundDopamine transporter density in patients with attention deficit hyperactivity disorder
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“Specifically, we found 6 studies (covering 4 games) designed for people with attention deficit/hyperactivity disorder (ADHD).”
BackgroundInfluentialDopamine D4 receptor gene polymorphism is associated with attention deficit hyperactivity disorder.
LaHoste, G. J., Swanson, J. M., Wigal, S. B., Glabe, C. G., Wigal, T. L., King, N., & Kennedy, J. L. (1996) · PubMed · Cited by 678 · see citing works
BURGESS, P. W., ALDERMAN, N., FORBES, C., COSTELLO, A., M-A.COATES, L., DAWSON, D. R., ANDERSON, N. D., GILBERT, S. J., DUMONTHEIL, I., & CHANNON, S. (2006) · Journal of the International Neuropsychological Society · doi:10.1017/s1355617706060310 · Cited by 663 · cited 1× · see citing works
“In a similar vein, cognitive assessment has been accused of being ecologically invalid [60].”
BackgroundActive Video Games to Promote Physical Activity in Children and Youth: A Systematic Review
Biddiss, E., & Irwin, J. (2010) · Archives of Pediatrics & Adolescent Medicine · doi:10.1001/archpediatrics.2010.104 · Cited by 562 · cited 1× · see citing works
“Also related but beyond our scope is the body of work on the effects of video games on behavior (see [14,15] for reviews).”
BackgroundEnumeration versus multiple object tracking: the case of action video game players
Green, C. S., & Bavelier, D. (2006) · Cognition · doi:10.1016/j.cognition.2005.10.004 · Cited by 560 · cited 1× · see citing works
“There is good evidence that video game players outperform nongamers on tests of working memory [52] visual attention [53,54] and processing speed [55,56].”
BackgroundGamification: What It Is and Why It Matters to Digital Health Behavior Change Developers
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Increasing Speed of Processing With Action Video Games
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Role of Video Games in Improving Health-Related Outcomes
Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B. E., Rich, M., Chan, C. W., & Nayak, S. (2012) · American Journal of Preventive Medicine · doi:10.1016/j.amepre.2012.02.023 · Cited by 486 · see citing works
Toward an understanding of flow in video games
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“One explanation for the massive popularity of games is that they can provide easy access to a sense of engagement and self-efficacy which reality may not deliver [2].”
BackgroundDopamine: a key regulator to adapt action, emotion, motivation and cognition
Nieoullon, A., & Coquerel, A. (2003) · Current Opinion in Neurology · doi:10.1097/00019052-200312002-00002 · Cited by 315 · cited 1× · see citing works
“However, it is thought that playing video games can facilitate the release of extrastriatal dopamine, which plays a role in focusing attention and heightening arousal [68,69]; this may improve player performance and motivation.”
Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013) · Proceedings of the First International Conference on Gameful Design, Research, and Applications · doi:10.1145/2583008.2583017 · Cited by 314 · see citing works
Dovis, S., Van der Oord, S., Wiers, R. W., & Prins, P. J. M. (2015) · PLOS ONE · doi:10.1371/journal.pone.0121651 · Cited by 272 · see citing works
Colzato, L. S., van den Wildenberg, W. P. M., Zmigrod, S., & Hommel, B. (2013) · Psychological Research · doi:10.1007/s00426-012-0415-2 · Cited by 256 · cited 1× · see citing works
“There is good evidence that video game players outperform nongamers on tests of working memory [52] visual attention [53,54] and processing speed [55,56].”
BackgroundPrins, P. J. M., Dovis, S., Ponsioen, A., ten Brink, E., & van der Oord, S. (2011) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2009.0206 · Cited by 249 · cited 3× · see citing works
“Training Supermecha Does computerized working memory training with game elements enhance motivation and training efficacy in children with ADHD? Prins, Dovis, Ponsioen, ten Brink, and van der Oord, 2011 [24]”
BackgroundResultAnalysis and application of gamification
Aparicio, A. F., Vela, F. L. G., Sanchez, J. L. G., & Montes, J. L. (2012) · International Conference on Human Computer Interaction (Interacción) · doi:10.1145/2379636.2379653 · Cited by 234 · cited 1× · see citing works
“There have, however, been several reviews of the concepts core to gamification and how they can be applied successfully (see [11-13]).”
BackgroundManera, V., Petit, P., Derreumaux, A., Orvieto, I., Romagnoli, M., Lyttle, G., David, R., & Robert, P. H. (2015) · Frontiers in Aging Neuroscience · doi:10.3389/fnagi.2015.00024 · Cited by 220 · cited 2× · see citing works
“Both Kitchen and Cooking “Kitchen and cooking,” a serious game for mild cognitive impairment and Alzheimer’s disease: a pilot study Manera et al, 2015 [45]”
BackgroundLim, C. G., Lee, T.-S. W., Guan, C., Fung, D. S. S., Zhao, Y., Teng, S. S. W., Zhang, H., & Krishnan, K. (2012) · PLoS ONE · doi:10.1371/journal.pone.0046692 · Cited by 218 · cited 1× · see citing works
“Training Cogoland A brain-computer interface based attention training program for treating attention deficit hyperactivity disorder Lim et al, 2012 [25]”
MethodDennis, T. A., & O’Toole, L. J. (2014) · Clinical Psychological Science · doi:10.1177/2167702614522228 · Cited by 197 · cited 1× · see citing works
“Training ABMTApp Mental health on the go: Effects of a gamified attention-bias modification mobile application in trait-anxious adults O’Toole and Dennis, 2014 [40]”
Designing gamification: creating gameful and playful experiences
Deterding, S., Björk, S. L., Nacke, L. E., Dixon, D., & Lawley, E. (2013) · CHI '13 Extended Abstracts on Human Factors in Computing Systems · doi:10.1145/2468356.2479662 · Cited by 192 · cited 3× · see citing works
“There have, however, been several reviews of the concepts core to gamification and how they can be applied successfully (see [11-13]).”
BackgroundDovis, S., Van der Oord, S., Wiers, R. W., & Prins, P. J. M. (2012) · Journal of Abnormal Child Psychology · doi:10.1007/s10802-011-9601-8 · Cited by 165 · cited 3× · see citing works
“Dovis et al [22] studied whether different types of incentive could normalize ADHD children’s performance on working memory training.”
Backgroundde Vries, M., Prins, P. J. M., Schmand, B. A., & Geurts, H. M. (2014) · Journal of Child Psychology and Psychiatry · doi:10.1111/jcpp.12324 · Cited by 163 · see citing works
Cognitive enhancement in video game players: The role of video game genre
Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., & Wiatrow, A. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2014.11.051 · Cited by 152 · see citing works
van der Oord, S., Ponsioen, A. J. G. B., Geurts, H. M., Brink, E. L. T., & Prins, P. J. M. (2014) · Journal of Attention Disorders · doi:10.1177/1087054712453167 · Cited by 148 · see citing works
Katz, B., Jaeggi, S., Buschkuehl, M., Stegman, A., & Shah, P. (2014) · Frontiers in Human Neuroscience · doi:10.3389/fnhum.2014.00242 · Cited by 142 · cited 5× · see citing works
“It is possible that even this minimal gamification was enough to induce increased motivation and that adding “distracting” game elements such as persistent score display may have a negative impact on performance by inducing unneeded stress or new cognitive demands [34].”
BackgroundMethodInfluentialCrowdsourcing for Cognitive Science – The Utility of Smartphones
Brown, H. R., Zeidman, P., Smittenaar, P., Adams, R. A., McNab, F., Rutledge, R. B., & Dolan, R. J. (2014) · PLoS ONE · doi:10.1371/journal.pone.0100662 · Cited by 129 · see citing works
Lee, T.-S. W., Goh, S. J. A., Quek, S. Y., Phillips, R., Guan, C., Cheung, Y. B., Feng, L., Teng, S. S. W., Wang, C. C., Chin, Z. Y., et al. (2013) · PLoS ONE · doi:10.1371/journal.pone.0079419 · Cited by 119 · cited 2× · see citing works
“…brain-computer interface based cognitive training system for healthy elderly: A randomised control pilot study for usability and preliminary efficacy Lee et al, 2013 [35] Testing Visual Search Intrinsic motivation and attentional capture from gamelike features in a visual search task Miranda and…”
BackgroundMethodPrins, P. J. M., Brink, E. T., Dovis, S., Ponsioen, A., Geurts, H. M., de Vries, M., & van der Oord, S. (2013) · Games for Health Journal · doi:10.1089/g4h.2013.0004 · Cited by 116 · cited 1× · see citing works
“Furthermore, patients with ADHD react differently from controls to rewards and feedback: they prefer strong reinforcement and immediate feedback, as well as clear goals and objectives, all of which can easily be delivered in a gamelike environment [22,24,62].”
BackgroundEfficacy of cognitive training interventions in hyperactive children: A critical review
Abikoff, H. (1985) · Clinical Psychology Review · doi:10.1016/0272-7358(85)90005-4 · Cited by 113 · cited 1× · see citing works
“Cognitive training has often suffered from a lack of transferability [57-59].”
BackgroundDeRight, J., & Jorgensen, R. S. (2015) · The Clinical Neuropsychologist · doi:10.1080/13854046.2014.989267 · Cited by 93 · cited 1× · see citing works
“There is evidence that a lack of participant motivation has a negative impact on the quality of data collected [4], with tasks commonly being viewed as too boring and repetitive for participant attention to be sustained.”
BackgroundGame elements improve performance in a working memory training task
Ninaus, M., Pereira, G., Stefitz, R., Prada, R., Paiva, A., Neuper, C., & Wood, G. (2015) · International Journal of Serious Games · doi:10.17083/ijsg.v2i1.60 · Cited by 86 · cited 2× · see citing works
“…disease: a pilot study Manera et al, 2015 [45] Training GAME Game elements improve performance in a working memory training task Ninaus et al, 2015 [46] Testing VAP-M On the comparison of a novel serious game and electroencephalography biomarkers for early dementia screening Tarnanas et al, 2015…”
BackgroundIntrinsic motivation and attentional capture from gamelike features in a visual search task
Miranda, A. T., & Palmer, E. M. (2014) · Behavior Research Methods · doi:10.3758/s13428-013-0357-7 · Cited by 86 · cited 5× · see citing works
“Our review found no evidence to support that gamified tests can be used to improve data quality, either by reducing between-subject noise or by improving participant performance, and there were some indications that it may actually worsen it [17,18,34,36].”
BackgroundMethodInfluentialImplicit and explicit training in the mitigation of cognitive bias through the use of a serious game
Dunbar, N. E., Miller, C. H., Adame, B. J., Elizondo, J., Wilson, S. N., Lane, B. L., Kauffman, A. A., Bessarabova, E., Jensen, M. L., Straub, S. K., et al. (2014) · Computers in Human Behavior · doi:10.1016/j.chb.2014.04.053 · Cited by 83 · cited 2× · see citing works
“…2014 [34] Training MACBETH Implicit and explicit training in the mitigation of cognitive bias through the use of a serious game Dunbar et al, 2013 [8] Training Card-Pairing A brain-computer interface based cognitive training system for healthy elderly: A randomised control pilot study for…”
BackgroundMethodVideo games as research tools: The Space Fortress game
Donchin, E. (1995) · Behavior Research Methods, Instruments, & Computers · doi:10.3758/bf03204735 · Cited by 80 · cited 1× · see citing works
“We excluded commercially available video games (ie, “off-the-shelf” games) as well as gamelike tasks that have been in use for many years, such as Space Fortress (see [16] for a review).”
Evaluating efficacy and validating games for health
Kato, P. M. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.1017 · Cited by 79 · cited 1× · see citing works
“Regarding cognitive training, ideally gamified training should be treated as an intervention and so the current gold standard of a blinded randomized control trial is appropriate [71].”
Gamberini, L., Martino, F., Seraglia, B., Spagnolli, A., Fabregat, M. E., Ibáñez, F. S., Alcañíz, M., & Andrés, J. M. (2009) · Conference on Human System Interactions · doi:10.1109/hsi.2009.5090973 · Cited by 74 · cited 1× · see citing works
“Testing Eldergames Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people Gamberini et al, 2009 [20]”
MethodExploring elements of fun to motivate youth to do cognitive bias modification
Boendermaker, W. J., Boffo, M., & Wiers, R. W. (2015) · Games for Health Journal · doi:10.1089/g4h.2015.0053 · Cited by 71 · cited 1× · see citing works
“This lack of coherence in the field is partly due to poor definition of terms; for example, the gamelike tasks covered in this review could be described as “serious games,” “gamelike,” “gamified,” “games with a purpose,” “gamed-up,” or simply “computer based” [7-10].”
BackgroundAssessing the validity of computer-game-like tests of processing speed and working memory
McPherson, J., & Burns, N. R. (2008) · Behavior Research Methods · doi:10.3758/brm.40.4.969 · Cited by 69 · cited 4× · see citing works
“However, a second paper detailing 2 experiments which aimed to replicate the previous finding found that Space Code’s correlations with measures of working memory, visuospatial ability, and processing speed were not stable [18].”
BackgroundMethodInfluentialFagundo, A. B., Santamaría, J. J., Forcano, L., Giner‐Bartolomé, C., Jiménez‐Múrcia, S., Sánchez, I., Granero, R., Ben‐Moussa, M., Magnenat‐Thalmann, N., Konstantas, D., et al. (2013) · European Eating Disorders Review · doi:10.1002/erv.2259 · Cited by 66 · cited 2× · see citing works
“…2013 [28] Training Playmancer Video game therapy for emotional regulation and impulsivity control in a series of treated cases with bulimia nervosa Fagundo et al, 2013 [29] Training Neuroracer Video game training enhances cognitive control in older adults Anguera et al, 2013 [30] Training…”
BackgroundMethodCompeting or aiming to be average?: normification as a means of engaging digital volunteers
Preist, C., Massung, E., & Coyle, D. (2014) · Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing · doi:10.1145/2531602.2531615 · Cited by 65 · cited 1× · see citing works
“Furthermore, despite concerns that some commonly used game mechanics might reduce participant motivation [72] (such as by having a visibly low score [73]), we saw no evidence that this was the case.”
BackgroundSelf-citationGamelike features might not improve data
Hawkins, G. E., Rae, B., Nesbitt, K. V., & Brown, S. D. (2013) · Behavior Research Methods · doi:10.3758/s13428-012-0264-3 · Cited by 61 · cited 7× · see citing works
“This lack of coherence in the field is partly due to poor definition of terms; for example, the gamelike tasks covered in this review could be described as “serious games,” “gamelike,” “gamified,” “games with a purpose,” “gamed-up,” or simply “computer based” [7-10].”
BackgroundMethodInfluentialDörrenbächer, S., Müller, P. M., Tröger, J., & Kray, J. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.01275 · Cited by 59 · cited 4× · see citing works
“Training Watermons Dissociable effects of game elements on motivation and cognition in a task switching training in middle childhood Dörrenbächer et al, 2014 [38]”
BackgroundMethodInfluentialAalbers, T., Baars, M. A. E., Olde Rikkert, M. G. M., & Kessels, R. P. C. (2013) · Journal of Medical Internet Research · doi:10.2196/jmir.2860 · Cited by 59 · cited 4× · see citing works
“[25] Testing Groundskeeper A machine learning-based analysis of game data for attention deficit hyper-activity disorder assessment Heller et al, 2013 [26] Testing EM-Ants and Ghost Trap Gamelike features might not improve data Hawkins et al, 2013 [9] Both Tap the Hedgehog In-game assessment and training of nonverbal c…”
BackgroundMethodInfluentialKok, A. J., Kong, T. Y., & Bernard-Opitz, V. (2002) · Autism · doi:10.1177/1362361302006002005 · Cited by 55 · see citing works
Heller, M. D., Roots, K., Srivastava, S., Schumann, J., Srivastava, J., & Hale, T. S. (2013) · Games for Health Journal · doi:10.1089/g4h.2013.0058 · Cited by 49 · cited 2× · see citing works
“Testing Groundskeeper A machine learning-based analysis of game data for attention deficit hyperactivity disorder assessment Heller et al, 2013 [26]”
MethodDissociating distractor-filtering at encoding and during maintenance.
McNab, F., & Dolan, R. J. (2014) · Journal of Experimental Psychology: Human Perception and Performance · doi:10.1037/a0036013 · Cited by 49 · see citing works
Delisle, J., & Braun, C. M. J. (2011) · Archives of Clinical Neuropsychology · doi:10.1093/arclin/acr043 · Cited by 49 · cited 4× · see citing works
“Nevertheless, as Delisle and Braun discuss [23], we must be cautious that liberal use of game mechanics does not reverse the very deficit we are hoping to measure.”
BackgroundInfluentialDeveloping a serious game for cognitive assessment: choosing settings and measuring performance
Tong, T., & Chignell, M. (2014) · Proceedings of the Second International Symposium of Chinese CHI · doi:10.1145/2592235.2592246 · Cited by 48 · cited 2× · see citing works
“Testing Whack-a-mole Developing a serious game for cognitive assessment: choosing settings and measuring performance Tong and Chignell, 2014 [33]”
BackgroundMethodTarnanas, I., Laskaris, N., Tsolaki, M., Müri, R. M., Nef, T., & Mosimann, U. P. (2014) · Advances in experimental medicine and biology · doi:10.1007/978-3-319-08939-3_11 · Cited by 46 · cited 2× · see citing works
“Testing VAP-M On the comparison of a novel serious game and electroencephalography biomarkers for early dementia screening Tarnanas et al, 2015 [47]”
BackgroundMethodMonitoring the Early Signs of Cognitive Decline in Elderly by Computer Games: An MRI Study
Sirály, E., Szabó, Á., Szita, B., Kovács, V., Fodor, Z., Marosi, C., Salacz, P., Hidasi, Z., Maros, Hanák, P., et al. (2015) · PLoS ONE · doi:10.1371/journal.pone.0117918 · Cited by 44 · cited 1× · see citing works
“Six games were designed to be suitable for the elderly, who may not be familiar working with a mouse and keyboard [49].”
BackgroundIn-game assessment and training of nonverbal cognitive skills using TagTiles
Verhaegh, J., Fontijn, W., Aarts, E., & Resing, W. C. M. (2012) · Personal and Ubiquitous Computing · doi:10.1007/s00779-012-0527-0 · Cited by 44 · cited 3× · see citing works
“[25] Testing Groundskeeper A machine learning-based analysis of game data for attention deficit hyper-activity disorder assessment Heller et al, 2013 [26] Testing EM-Ants and Ghost Trap Gamelike features might not improve data Hawkins et al, 2013 [9] Both Tap the Hedgehog In-game assessment and training of nonverbal c…”
BackgroundMethodGs Invaders: Assessing a computer game-like test of processing speed
McPherson, J., & Burns, N. R. (2007) · Behavior Research Methods · doi:10.3758/bf03192982 · Cited by 43 · cited 4× · see citing works
“The results of references [9,17,18,38], show that gamified tasks can be used to improve motivation, while still maintaining a scientifically valid task.”
BackgroundMethodInfluentialTrapp, W., Landgrebe, M., Hösl, K. M., Lautenbacher, S., Gallhofer, B., Günther, W., & Hajak, G. (2013) · BMC Psychiatry · doi:10.1186/1471-244x-13-184 · Cited by 43 · cited 1× · see citing works
“Training Xcog Cognitive remediation improves cognition and good cognitive performance increases time to relapse—results of a 5-year catamnestic study in schizophrenia patients Trapp et al, 2008 [19]”
BackgroundAtkins, S. M., Sprenger, A. M., Colflesh, G. J. H., Briner, T. L., Buchanan, J. B., Chavis, S. E., Chen, S.-Y., Iannuzzi, G. L., Kashtelyan, V., Dowling, E., et al. (2014) · Experimental Psychology · doi:10.1027/1618-3169/a000262 · Cited by 39 · cited 3× · see citing works
“[25] Testing Groundskeeper A machine learning-based analysis of game data for attention deficit hyper-activity disorder assessment Heller et al, 2013 [26] Testing EM-Ants and Ghost Trap Gamelike features might not improve data Hawkins et al, 2013 [9] Both Tap the Hedgehog In-game assessment and training of nonverbal c…”
BackgroundMethodTENI: A comprehensive battery for cognitive assessment based on games and technology
Tenorio Delgado, M., Arango Uribe, P., Aparicio Alonso, A., & Rosas Díaz, R. (2016) · Child Neuropsychology · doi:10.1080/09297049.2014.977241 · Cited by 34 · cited 2× · see citing works
“Testing TENI TENI: A comprehensive battery for cognitive assessment based on games and technology Tenorio Delgado, Arango Uribe, Aparicio Alonso, and Rosas Diaz, 2014 [41]”
BackgroundMethodEffects of Action Video Game Experience on Change Detection
Durlach, P. J., Kring, J. P., & Bowens, L. D. (2009) · Military Psychology · doi:10.1080/08995600802565694 · Cited by 29 · cited 1× · see citing works
“There is good evidence that video game players outperform nongamers on tests of working memory [52] visual attention [53,54] and processing speed [55,56].”
BackgroundEffects of a Serious Game Training on Cognitive Functions in Older Adults
Kim, K. M., Choi, Y., You, H., Na, D. L., Yoh, M., Park, J., Seo, J., & Ko, M.-H. (2015) · Journal of the American Geriatrics Society · doi:10.1111/jgs.13304 · Cited by 24 · cited 1× · see citing works
“Training Smart Harmony Effects of a serious game training on cognitive functions in older adults Kim et al, 2015 [44]”
BackgroundGamification, Serious Games, Ludic Simulation, and other Contentious Categories
Dubbels, B. R. (2013) · International Journal of Gaming and Computer-Mediated Simulations · doi:10.4018/jgcms.2013040101 · Cited by 22 · cited 1× · see citing works
“This lack of coherence in the field is partly due to poor definition of terms; for example, the gamelike tasks covered in this review could be described as “serious games,” “gamelike,” “gamified,” “games with a purpose,” “gamed-up,” or simply “computer based” [7-10].”
BackgroundNeuropsychological testing through a Nintendo Wii console.
Gamberini, L., Cardullo, S., Seraglia, B., & Bordin, A. (2010) · PubMed · Cited by 10 · see citing works
Verhaegh, J., Fontijn, W. F. J., & Resing, W. C. M. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.026 · Cited by 7 · cited 1× · see citing works
“However, sample correlations from some of the simpler validation studies suggest intertask correlations of 0.45-0.60 [28,37,39,63].”
BackgroundInfluential
Flagged first, then by citations
1 of the 71 references couldn’t be matched to a known paper.
Research works printed but not linked: 2
- Gamberini, L, 2010, Stud Health Technol Inform, 154, 29
- 1996, Mol Psychiatry, 1, 121
Cited by
Sorted by citations
A systematic review of gamification in e-Health
Sardi, L., Idri, A., & Fernández‐Alemán, J. L. (2017) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2017.05.011 · Cited by 1,041 · see citing works
Pallavicini, F., Ferrari, A., & Mantovani, F. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.02127 · Cited by 215 · see citing works
“Although several excellent reviews and meta-analyses have investigated the effect of video games training as tools for enhancing individuals well-being, in particular regarding cognitive and emotive enhancement (e.g., Boyle et al., 2016; Lumsden et al., 2016), most of them specifically focused on the effects of digita…”
BackgroundThe Effects of Gamification in Online Learning Environments: A Systematic Literature Review
Antonaci, A., Klemke, R., & Specht, M. M. (2019) · Informatics · doi:10.3390/informatics6030032 · Cited by 207 · see citing works
The effects of gamification on computerized cognitive training: Systematic review and meta-analysis
Vermeir, J. F., White, M. J., Johnson, D., Crombez, G., & Van Ryckeghem, D. M. L. (2020) · JMIR Serious Games · doi:10.2196/18644 · Cited by 172 · see citing works
“Gamification was defined and operationalized as the use of digital game elements (eg, points, avatars) in nonentertainment settings to increase motivation and engagement [10,11].”
BackgroundMethodInfluentialPotential Applications of Social Robots in Robot-Assisted Interventions for Social Anxiety
Rasouli, S., Gupta, G., Nilsen, E. S., & Dautenhahn, K. (2022) · International Journal of Social Robotics · doi:10.1007/s12369-021-00851-0 · Cited by 151 · see citing works
Peñuelas‐Calvo, I., Jiang-Lin, L. K., Serrano, B. G., Delgado‐Gómez, D., Navarro-Jimenez, R., Baca‐García, E., & Porras‐Segovia, A. (2020) · European Child & Adolescent Psychiatry · doi:10.1007/s00787-020-01557-w · Cited by 132 · see citing works
The Potential Role for Cognitive Training in Sport: More Research Needed
Walton, C. C., Keegan, R. J., Martin, M., & Hallock, H. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.01121 · Cited by 131 · see citing works
Antonopoulou, H., Halkiopoulos, C., Gkintoni, E., & Katsimpelis, A. (2022) · International Journal of Learning Teaching and Educational Research · doi:10.26803/ijlter.21.5.19 · Cited by 119 · see citing works
“…as the process of incorporating game elements (e.g., a scoring system, a leaderboard, and a badge) into nongame contexts (e.g., education, business, and cognitive tasks), is one of the most influential and promising approaches for increasing motivation in repetitive tasks (Lumsden et al., 2016).”
BackgroundMethodLaMonica, H. M., Davenport, T. A., Roberts, A., & Hickie, I. B. (2021) · JMIR Aging · doi:10.2196/21461 · Cited by 108 · see citing works
Serious Games and Their Effect Improving Attention in Students with Learning Disabilities
García-Redondo, P., García, T., Areces, D., Núñez, J. C., & Rodríguez, C. (2019) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph16142480 · Cited by 112 · see citing works
A Bibliometric Analysis of Gamification Research
Trinidad, M., Ruiz, M., & Calderón, A. (2021) · IEEE Access · doi:10.1109/access.2021.3063986 · Cited by 118 · see citing works
A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
Khaleghi, A., Aghaei, Z., & Mahdavi, M. A. (2021) · JMIR Serious Games · doi:10.2196/21900 · Cited by 106 · see citing works
“However, participants often view them as monotonous and boring since they have a repetitive nature and are rigidly presented [8,9,19-23].”
BackgroundInfluentialWarsinsky, S., Schmidt-Kraepelin, M., Rank, S., Thiebes, S., & Sunyaev, A. (2021) · Journal of Medical Internet Research · doi:10.2196/30390 · Cited by 100 · see citing works
Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
Friehs, M. A., Dechant, M., Vedress, S., Frings, C., & Mandryk, R. L. (2020) · JMIR Serious Games · doi:10.2196/17810 · Cited by 72 · see citing works
Krohn, S., Tromp, J., Quinque, E. M., Belger, J., Klotzsche, F., Rekers, S., Chojecki, P., de Mooij, J., Akbal, M., McCall, C., et al. (2020) · Journal of Medical Internet Research · doi:10.2196/16724 · Cited by 72 · see citing works
“These features touch upon a gamification approach to cognitive assessment [41,42], and this represents one aspect in which VR is particularly capable of playing off its strengths against the classical neuropsychological assessments.”
BackgroundNavarro-Mateos, C., López, I. J. P., & Femia, P. (2021) · Retos · doi:10.47197/retos.v42i0.87384 · Cited by 80 · see citing works
“En estrecha relación con ello, es preciso destacar que el concepto de gamificación suele confundirse con otros términos que tienen también el juego como referencia, en parte debido a las pobres definiciones de los términos existentes (Lumsden et al., 2016).”
BackgroundMoulaei, K., Sharifi, H. P., Bahaadinbeigy, K., & Dinari, F. (2024) · BMC Psychiatry · doi:10.1186/s12888-024-05563-z · Cited by 85 · see citing works
“In the other hand, the emotional and psychological involvement elicited by games can contribute significantly to their effectiveness [77, 78].”
BackgroundIndividualized gamification elements: The impact of avatar and feedback design on reuse intention
Jahn, K., Kordyaka, B., Machulska, A., Eiler, T. J., Gruenewald, A., Klucken, T., Brueck, R., Gethmann, C. F., & Niehaves, B. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106702 · Cited by 82 · see citing works
Lumsden, J., Skinner, A., Woods, A. T., Lawrence, N., & Munafo, M. R. (2016) · PeerJ · doi:10.7717/peerj.2184 · Cited by 61 · see citing works
Self-citationWan, B., Wang, Q., Su, K., Dong, C., Song, W., & Pang, M. (2021) · IEEE Access · doi:10.1109/access.2021.3053621 · Cited by 65 · see citing works
“behavior, and found that video games have a positive effect on many cognitive abilities, including working memory, attention, processing speed, motivation, emotional control, etc [5].”
BackgroundInfluentialAssessing fraction knowledge by a digital game
Ninaus, M., Kiili, K. J. M., McMullen, J. A., & Moeller, K. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.01.004 · Cited by 66 · see citing works
Ferreira-Brito, F., Fialho, M., Virgolino, A., Neves, I., Miranda, A. C., Sousa-Santos, N., Caneiras, C. S. G., Carriço, L. M., Verdelho, A., & Santos, O. (2019) · Journal of Biomedical Informatics · doi:10.1016/j.jbi.2019.103287 · Cited by 66 · see citing works
Bhavnani, S., Mukherjee, D., Dasgupta, J., Verma, D., Parameshwaran, D., Divan, G., Sharma, K. K., Thiagarajan, T. C., & Patel, V. (2019) · Global Health Action · doi:10.1080/16549716.2018.1548005 · Cited by 61 · see citing works
“However, there is increasing evidence that gamification of assessments enhances participant engagement and thus, there has been a thrust to develop ‘ serious games ’ which aim at cognitive assessment in children [29].”
BackgroundLumsden, J., Skinner, A., Coyle, D., Lawrence, N., & Munafo, M. R. (2017) · Journal of Medical Internet Research · doi:10.2196/jmir.8473 · Cited by 56 · see citing works
“Points are a common feature of gamified tasks [25] and are classed as “1st Step” gamification [57].”
Self-citationEmerging trends in gamification for clinical reasoning education: a scoping review
Lee, C.-Y., Lee, C.-H., Lai, H.-Y., Chen, P.-J., Chen, M.-M., & Yau, S.-Y. (2025) · BMC Medical Education · doi:10.1186/s12909-025-07044-7 · Cited by 60 · see citing works
“In one of the most gamified professional environments— healthcare education—where academic success is directly linked to patient outcomes, gamification has been recognized for its potential to improve clinical reasoning skills among trainees and practitioners [4, 5].”
InfluentialPromising technological innovations in cognitive training to treat eating-related behavior
Forman, E. M., Goldstein, S. P., Flack, D., Evans, B. C., Manasse, S. M., & Dochat, C. (2017) · Appetite · doi:10.1016/j.appet.2017.04.011 · Cited by 56 · see citing works
Computerized neurocognitive training for improving dietary health and facilitating weight loss
Forman, E. M., Manasse, S. M., Dallal, D. H., Crochiere, R. J., Loyka, C. M., Butryn, M. L., Juarascio, A. S., & Houben, K. (2019) · Journal of Behavioral Medicine · doi:10.1007/s10865-019-00024-5 · Cited by 55 · see citing works
“Some limited evidence exists that gamification increases enjoyment and adherence (Boendermaker et al., 2013; Lumsden et al., 2016).”
Vinichenko, M. V., Melnichuk, A. V., & Karácsony, P. (2020) · Journal of Entrepreneurship and Sustainability Issues · doi:10.9770/jesi.2020.7.4(9 · Cited by 56 · see citing works
Gray, S. I., Robertson, J., Manches, A., & Rajendran, G. (2018) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2018.08.004 · Cited by 55 · see citing works
Ninaus, M., Moeller, K., McMullen, J. A., & Kiili, K. J. M. (2017) · International Journal of Serious Games · doi:10.17083/ijsg.v4i3.176 · Cited by 53 · see citing works
“[17][45]; for a reviews see [18][46][47]).”
Gamification in MOOCs to enhance users' goal achievement
Antonaci, A., Klemke, R., Stracke, C. M., & Specht, M. M. (2017) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon.2017.7943070 · Cited by 52 · see citing works
“[28], have been conducted with the purpose of investigating gamification empirical evidence.”
BackgroundInfluentialDigital Games for Creativity Assessment: Strengths, Weaknesses and Opportunities
Rafner, J. F., Biskjær, M. M., Zana, B., Langsford, S., Bergenholtz, C., Rahimi, S., Carugati, A., Noy, L., & Sherson, J. F. (2021) · Creativity Research Journal · doi:10.1080/10400419.2021.1971447 · Cited by 55 · see citing works
“This can mitigate unintended physiological effects, such as test anxiety, or researcher effect and in turn may result in data with higher ecological validity (Lumsden, Edwards, Lawrence, Coyle, & Munafò, 2016; Shute & Kim, 2014).”
BackgroundRuiz, M., Moreno, M., Serrano, B. G., Díaz-Oliván, I., Muñoz, L. J., González‐Garrido, C., & Porras‐Segovia, A. (2022) · Current Psychiatry Reports · doi:10.1007/s11920-022-01314-7 · Cited by 45 · see citing works
No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks
Bernecker, K., & Ninaus, M. (2020) · Computers in Human Behavior · doi:10.1016/j.chb.2020.106542 · Cited by 52 · see citing works
“This may also explain the heterogeneity in the effects of gamification on performance reported in the literature (Lumsden et al., 2017; Lumsden, Edwards, Lawrence, Coyle, & Munaf ` o, 2016; Ninaus et al., 2015).”
BackgroundCoelho, F., Rando, B., Aparício, D., Ribeiro, P. C. P. S. V., Gonçalves, D. J. V., & Abreu, A. M. (2025) · Journal of Computers in Education · doi:10.1007/s40692-025-00366-x · Cited by 76 · see citing works
“…et al., 2023; Smiderle et al., 2020; van Roy & Zaman, 2018), and cognitive processes such as learning and executive functions (Coelho & Abreu, 2025; Lumsden et al., 2016; Vermeir et al., 2020; Wouters et al., 2013)—shows promise but identifies several limitations, including: (1) Lack of…”
Game elements from literature review of gamification in healthcare context
Muangsrinoon, S., & Boonbrahm, P. (2019) · Journal of Technology and Science Education · doi:10.3926/jotse.556 · Cited by 48 · see citing works
Cohavi, O., & Levy‐Tzedek, S. (2022) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2022.102775 · Cited by 47 · see citing works
He, F., Qi, Y., Zhou, Y., Cao, A., Yue, X., Fang, S., & Zheng, Y. (2023) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2023.1054831 · Cited by 45 · see citing works
“Multiple studies showed that video games can improve cognition by promoting the formation and restructuring of neurobiological pathways (51, 52), and other studies have provided support for the clinical benefit of digital therapeutics for depression and anxiety in ADHD (53, 54).”
BackgroundAschentrup, L., Steimer, P. A., Dadaczynski, K., McCall, T., Fischer, F., & Wrona, K. J. (2024) · BMC Public Health · doi:10.1186/s12889-023-17517-3 · Cited by 45 · see citing works
“Previous reviews which, however, did not concentrate on health promotion and disease prevention, underline our findings in a very general way [11, 12, 40, 41].”
ResultGamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review
Zhang, M. W., Ying, J., Song, G., Fung, D. S. S., & Smith, H. E. (2018) · JMIR Mental Health · doi:10.2196/11640 · Cited by 42 · see citing works
“Lumsden et al [17] synthesized the evidence for gamification for cognitive assessment and training.”
Game-based learning environments affect frontal brain activity
Kober, S., Wood, G. M. D. O., Kiili, K., Moeller, K., & Ninaus, M. (2020) · PLoS ONE · doi:10.1371/journal.pone.0242573 · Cited by 49 · see citing works
The Feasibility and Expediency of Gamification Activities in Higher Education
Vinichenko, M. V., Ridho, T. K., Karácsony, P., Li, N. P., Narrainen, G. S., & Чуланова, О. (2019) · International Journal of Education and Practice · doi:10.18488/journal.61.2019.74.459.468 · Cited by 46 · see citing works
“Other problems are associated with the introduction of gamification include age and gender (Martí-Parreño International Journal of Education and Practice et al. , 2016; Hudson et al. , 2019), IT security and data privacy issues (Baxter et al. , 2016), and cognitive learning (Lumsden et al. , 2016).”
BackgroundTziraki, C., Berenbaum, R. L. J., Gross, D., Abikhzer, J., & Ben‐David, B. M. (2017) · JMIR Serious Games · doi:10.2196/games.6514 · Cited by 44 · see citing works
“Such games may also be a good way to assess cognitive status of PwD in a nonthreatening way [119-123].”
BackgroundSupporting primary students' learning of fraction conceptual knowledge through digital games
Zhang, L., Shang, J., Pelton, T. W., & Pelton, L. F. (2020) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12422 · Cited by 44 · see citing works
Effectiveness of Virtual Reality on Attention Training for Elementary School Students
Tarng, W., Pan, I.-C., & Ou, K.-L. (2022) · Systems · doi:10.3390/systems10040104 · Cited by 43 · see citing works
“As game-based learning technology evolves, many researchers have combined game elements with attention training in a digital way [19].”
Gamified working memory training in overweight individuals reduces food intake but not body weight
Dassen, F. C. M., Houben, K., van Breukelen, G., & Jansen, A. T. M. (2017) · Appetite · doi:10.1016/j.appet.2017.05.009 · Cited by 42 · see citing works
Gamification of Enterprise Systems
Nah, F. F., Eschenbrenner, B., Claybaugh, C. C., & Koob, P. B. (2019) · Systems · doi:10.3390/systems7010013 · Cited by 57 · see citing works
“Because of the lack of use or practicing what they had learned, users may forget how to use the functions or execute certain tasks that they had previously been trained to do because of these delays [111].”
BackgroundMcWilliams, E. C., Barbey, F. M., Dyer, J., Islam, M. N., McGuinness, B., Murphy, B., Nolan, H., Passmore, P., Rueda‐Delgado, L. M., & Buick, A. R. (2021) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2021.574482 · Cited by 38 · see citing works
“Similarly, for use at home over repeated sessions, EEG/ERP tasks as used in research may not be particularly exciting or motivational for the user, but applying gamification can make these tasks more engaging and rewarding for participants (56) and gamified cognitive tasks can facilitate global data gathering on an un…”
BackgroundSafiee, L., Rough, D. J., & Whitford, H. (2022) · Journal of Medical Internet Research · doi:10.2196/39689 · Cited by 39 · see citing works
“The screening process was conducted by the first author in line with previous studies [60,61] and with the help of the research team and a professional librarian using the following steps: 1.”
Gamification and Serious Games in a Healthcare Informatics Context
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“Heterogeneous study designs and typically small sample sizes highlight the need for further research in both gamified training and testing [50].”
BackgroundKarapapas, C., & Goumopoulos, C. (2021) · Applied Sciences · doi:10.3390/app11178184 · Cited by 40 · see citing works
“In the relevant literature, one can find numerous references to studies where serious games are utilized to support cognitive screening [12] or even rehabilitation [13] in a more engaging and fun way [14].”
BackgroundBiagianti, B., Fisher, M., Howard, L., Rowlands, A., Vinogradov, S., & Woolley, J. D. (2017) · Schizophrenia Research Cognition · doi:10.1016/j.scog.2017.07.003 · Cited by 36 · see citing works
“, 2015), motivational interviewing (Medalia and Saperstein, 2011), and gamification techniques to make the program more enjoyable (Lumsden et al., 2016).”
BackgroundBégel, V., Seilles, A., & Bella, S. D. (2018) · Music & Science · doi:10.1177/2059204318794369 · Cited by 37 · see citing works
Gamification in Health Behavior Change Support Systems - A Synthesis of Unintended Side Effects
Schmidt-Kraepelin, M., Thiebes, S., Stepanovic, S., Mettler, T., & Sunyaev, A. (2019) · SERVAL (Université de Lausanne) · Cited by 40 · see citing works
Construction and validation of a game-based intelligence assessment in minecraft
Peters, H., Kyngdon, A. S., & Stillwell, D. J. (2021) · Computers in Human Behavior · doi:10.1016/j.chb.2021.106701 · Cited by 38 · see citing works
Using virtual reality to train inhibitory control and reduce binge eating: A proof-of-concept study
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The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review
Wiley, K., Robinson, R., & Mandryk, R. L. (2021) · JMIR Serious Games · doi:10.2196/26449 · Cited by 34 · see citing works
“There has been considerable research interest in the use of gamification (ie, the use of game elements in nongame contexts [24]) on cognitive tasks, which has been synthesized in several review papers [25,26].”
BackgroundImmersive Virtual Reality-Based Methods for Assessing Executive Functioning: Systematic Review
Kirkham, R., Kooijman, L., Albertella, L., Myles, D., Yücel, M., & Rotaru, K. (2024) · JMIR Serious Games · doi:10.2196/50282 · Cited by 40 · see citing works
“Recognized as a crucial aspect of cognitive assessment, engagement can be improved through gamification, thereby improving task performance [41].”
BackgroundGamification as a Supportive Tool for School Children with Dyslexia
Dymora, P., & Niemiec, K. (2019) · Informatics · doi:10.3390/informatics6040048 · Cited by 39 · see citing works
“However, the authors in [15,16], explored seven games elements (story, goals, levels, points, awards, achievements, and opinions) as the basis for the application to play dyslexia.”
Using a serious game to measure executive functioning: Response inhibition ability
Tong, T., Chignell, M., & DeGuzman, C. A. (2019) · Applied Neuropsychology Adult · doi:10.1080/23279095.2019.1683561 · Cited by 35 · see citing works
Harvey, P. D., Balzer, A. M., & Kotwicki, R. J. (2019) · Schizophrenia Research Cognition · doi:10.1016/j.scog.2019.100150 · Cited by 33 · see citing works
“It had been suggested that it would be possible to increase training engagement by adding game-like features to make the training procedures compelling (Fleming et al., 2017; Lumsden et al., 2016).”
Monitoring Health Status in Long Term Care Through the Use of Ambient Technologies and Serious Games
Wilkinson, A., Tong, T., Zare, A., Kanik, M., & Chignell, M. (2018) · IEEE Journal of Biomedical and Health Informatics · doi:10.1109/jbhi.2018.2864686 · Cited by 32 · see citing works
“games and gamified tasks relating to cognitive assessment and training, see [27]).”
BackgroundFeasibility of a Cognitive Training Game in Parkinson’s Disease: The Randomized Parkin’Play Study
van de Weijer, S. C. F., Duits, A., Bloem, B. R., et al. (2020) · European Neurology · doi:10.1159/000509685 · Cited by 34 · see citing works
van de Weijer, S. C. F., Hommel, A. L. A. J., Bloem, B. R., Nonnekes, J. H., & de Vries, N. M. (2017) · Parkinsonism & Related Disorders · doi:10.1016/j.parkreldis.2017.09.002 · Cited by 33 · see citing works
White, B. K., Martin, A., & White, J. A. (2022) · The Lancet Regional Health - Western Pacific · doi:10.1016/j.lanwpc.2022.100528 · Cited by 34 · see citing works
Riedmann, A., Schäper, P., & Lugrin, B. (2022) · AI & Society · doi:10.1007/s00146-022-01514-y · Cited by 32 · see citing works
“Research in the application of gamifi-cation in educational environments often lacks a theoretical basis (Nacke and Deterding 2017; Seaborn and Fels 2015) or applies insufficient methodologies (Dicheva et al. 2015) and uses small sample sizes (Lumsden et al. 2016).”
A Review of Research on Gamification Approach in Education
Kocakoyun, S., & Özdamlı, F. (2018) · InTech eBooks · doi:10.5772/intechopen.74131 · Cited by 35 · see citing works
It’s about time: The role of temporal variability in improving assessment of executive functioning
McKinney, T. L., Euler, M. J., & Butner, J. (2019) · The Clinical Neuropsychologist · doi:10.1080/13854046.2019.1704434 · Cited by 33 · see citing works
Castellano‐Tejedor, C., & Cencerrado, A. (2024) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph21080990 · Cited by 31 · see citing works
“This approach is high-lighted for its effectiveness in treating anxiety disorders and phobias through gradual and controlled exposure that enhances patient coping mechanisms in a safe environment [20].”
BackgroundRetractedMahncke, H. W., Kim, S., Rose, A., Stasio, C., Buckley, P. F., Caroff, S. N., Duncan, E., Yasmin, S., Jarskog, L. F., Lamberti, J. S., et al. (2019) · Schizophrenia Research · doi:10.1016/j.schres.2019.03.006 · Cited by 30 · see citing works
“Because of substantial interest in the use of gamification techniques to make cognitive training more engaging and compelling (Fleming et al., 2017; Lumsden et al., 2016), for the current study a “game wrapper” was developed specifically for people with schizophrenia.”
Gielis, K., Abeele, M.-E. V., Verbert, K., Tournoy, J., Vos, M. D., & Abeele, V. V. (2021) · Digital Biomarkers · doi:10.1159/000514105 · Cited by 27 · see citing works
Smart Textiles for Improved Quality of Life and Cognitive Assessment
Oatley, G., Choudhury, T., & Buckman, P. (2021) · Sensors · doi:10.3390/s21238008 · Cited by 32 · see citing works
“However, it must be ensured that the scientific value of the test is not compromised through its gamification [64].”
BackgroundMethodDoulou, A., Pergantis, P., Drigas, A. S., & Skianis, C. (2025) · Multimodal Technologies and Interaction · doi:10.3390/mti9010008 · Cited by 34 · see citing works
“…of the daily life and emotional Another study focused only on intervention in speci fi c cognitive symptoms, such as a tt ention, without delving into ADHD and without covering other aspects of the daily life and emotional development of these children [92]. development of these children [92].”
Mukherjee, D., Bhavnani, S., Swaminathan, A., Verma, D., Parameshwaran, D., Divan, G., Dasgupta, J., Sharma, K. K., Thiagarajan, T. C., & Patel, V. (2020) · Frontiers in Psychology · doi:10.3389/fpsyg.2020.01202 · Cited by 26 · see citing works
Digital Technologies and their Impact on the Social and Psychological Characteristics of Adolecsents
Kamenskaya, V., & Tomanov, L. (2022) · Experimental Psychology · doi:10.17759/exppsy.2022150109 · Cited by 28 · see citing works
“145 поколения, подчеркивается эффект общего тренирующего и мотивирующего воздействия на игроков [44; 49; 50].”
Recommendations for the Use of ICT in Elderly Populations with Affective Disorders
Gros, A., Bensamoun, D., Manera, V., Fabre, R., Zacconi-Cauvin, A.-M., Thümmler, S., Benoît, M., Robert, P. H., & David, R. (2016) · Frontiers in Aging Neuroscience · doi:10.3389/fnagi.2016.00269 · Cited by 28 · see citing works
“More generally, the gamification of cognitive assessment tools and cognitive trainings is likely an interesting way to increase patients’ motivation and engagement (Lumsden et al., 2016).”
BackgroundThe AttentionTrip: A game-like tool for measuring the networks of attention
Klein, R. M., Hassan, T., Wilson, G., Ishigami, Y., & Mulle, J. (2017) · Journal of Neuroscience Methods · doi:10.1016/j.jneumeth.2017.07.008 · Cited by 28 · see citing works
Mouchabac, S., Maatoug, R., Conejero, I., Adrien, V., Bonnot, O., Millet, B., Ferreri, F., & Bourla, A. (2021) · Brain Sciences · doi:10.3390/brainsci11111454 · Cited by 30 · see citing works
Barbey, F. M., Farina, F. R., Buick, A. R., Danyeli, L. V., Dyer, J., Islam, M. N., Krylova, M., Murphy, B., Nolan, H., Rueda‐Delgado, L. M., et al. (2022) · Frontiers in Digital Health · doi:10.3389/fdgth.2022.944753 · Cited by 25 · see citing works
“One challenge with repeated neurocognitive testing protocols is maintaining participant engagement over extended periods (25, 26), as has been investigated more extensively in purely behavioral testing (27–32).”
BackgroundNotebaert, L., Grafton, B., Clarke, P., Rudaizky, D., Chen, N. T. M., & MacLeod, C. (2018) · JMIR Serious Games · doi:10.2196/10993 · Cited by 26 · see citing works
“This contrasts markedly with real-world settings, which generally require individuals to engage in patterns of attentional scanning and tracking within a complex and dynamic environment [37].”
BackgroundBignardi, G., Dalmaijer, E. S., Anwyl-Irvine, A. L., & Astle, D. E. (2020) · Behavior Research Methods · doi:10.3758/s13428-020-01503-3 · Cited by 23 · see citing works
The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review
Tang, W. S. W., Ng, T. J. Y., Wong, J. Z. A., & Ho, C. S. H. (2022) · Journal of Medical Internet Research · doi:10.2196/39527 · Cited by 21 · see citing works
“…situation where the inclusion of serious gamification elements such as player scores may XSL • FO RenderX inadvertently cause additional stress or cognitive load because of the participant’s drive to do well in the game and distract participants from the therapeutic intentions of the game [83,84].”
How Points and Theme Affect Performance and Experience in a Gamified Cognitive Task
Wiley, K., Vedress, S., & Mandryk, R. L. (2020) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3313831.3376697 · Cited by 25 · see citing works
“Though many tasks have been gamified [39], few studies isolate individual game elements to understand their effects on data quality; rather, tasks are often gamified by applying several elements at once.”
BackgroundResultInfluentialRandriambelonoro, M., Franck, C. P., Herrmann, F. R., Carmona, G. A., Geissbühler, A., Graf, C. E., & Frangos, E. (2022) · JMIR Rehabilitation and Assistive Technologies · doi:10.2196/39543 · Cited by 26 · see citing works
“A similar observation has been found in the use of gamification for cognitive assessment and cognitive training [39].”
BackgroundIdriss, M., Tannous, H., Istrate, D., Perrochon, A., Salle, J., Tho, M. H. B., & Dao, T. T. (2017) · JMIR Serious Games · doi:10.2196/games.7284 · Cited by 24 · see citing works
“The main limitation of the 2 developed games is the lack of evident cognitive actions, which could maximize the effect of game outcomes to better manage the functional rehabilitation of musculoskeletal disorders with cognitive impairment [34,35].”
BackgroundBiagianti, B., Fisher, M., Brandrett, B. D., Schlosser, D. A., Loewy, R. L., Nahum, M., & Vinogradov, S. (2019) · Schizophrenia Research · doi:10.1016/j.schres.2019.01.047 · Cited by 21 · see citing works
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“Furthermore, the possibility to increase the game level tailored to the patient’s ability gives a sense of challenge followed by a feeling of satisfaction when achieving the task (Lumsden et al. 2016).”
BackgroundAssessing Children’s Fine Motor Skills With Sensor-Augmented Toys: Machine Learning Approach
Brons, A., de Schipper, A. W., Mironcika, S., Toussaint, H. M., Schouten, B. A. M., Bakkes, S. C. J., & Kröse, B. (2021) · Journal of Medical Internet Research · doi:10.2196/24237 · Cited by 22 · see citing works
“The systematic review of Lumsden et al [12] shows that many gamified cognitive assessments have been validated successfully.”
BackgroundInfluentialIllustrating a narrative: A test of game elements in game‐like personality assessment
Harman, J. L., & Brown, K. D. (2022) · International Journal of Selection and Assessment · doi:10.1111/ijsa.12374 · Cited by 26 · see citing works
Hu, Y. Z., Wei, H. T., & Chignell, M. (2023) · Computers in Human Behavior · doi:10.1016/j.chb.2023.107952 · Cited by 26 · see citing works
Gielis, K., Abeele, M.-E. V., Croon, R. D., Dierick, P., Ferreira-Brito, F., Assche, L. V., Verbert, K., Tournoy, J., & Abeele, V. V. (2021) · JMIR Serious Games · doi:10.2196/18359 · Cited by 20 · see citing works
“First, by offering an interactive and immersive audiovisual experience, serious games can be considered to be more engaging than classical tests [23,51,53].”
BackgroundKuck, N., Dietel, F. A., Nohr, L., Vahrenhold, J., & Buhlmann, U. (2022) · Internet Interventions · doi:10.1016/j.invent.2022.100521 · Cited by 23 · see citing works
Phonological memory training and its effect on second language vocabulary development
Καρούσου, Α., & Nerantzaki, T. (2020) · Second language Research · doi:10.1177/0267658319898514 · Cited by 23 · see citing works
“Taking into consideration the young age of the participants, and aiming at increasing their active involvement and, therefore, the effectiveness of the intervention (Lumsden et al., 2016), a playful character was given to all activities.”
BackgroundPedersen, M. K., Díaz, C. M. C., Wang, Q. J., Alba‐Marrugo, M. A., Amidi, A., Basaiawmoit, R. V., Bergenholtz, C., Christiansen, M. H., Gajdacz, M., Hertwig, R., et al. (2023) · Cognitive Science · doi:10.1111/cogs.13308 · Cited by 26 · see citing works
Colombo, G., Minta, K., Grübel, J., Tai, W. L. E., Hölscher, C., & Schinazi, V. R. (2024) · Computers in Human Behavior · doi:10.1016/j.chb.2024.108349 · Cited by 22 · see citing works
Exploring the Touch and Motion Features in Game-Based Cognitive Assessments
Intarasirisawat, J., Ang, C. S., Efstratiou, C., Dickens, L., & Page, R. A. (2019) · Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies · doi:10.1145/3351245 · Cited by 19 · see citing works
“We believe that the entertaining nature of game-based assessments can better motivate users to maintain interest during the test and promote engagement with frequent assessments over time [10, 26, 27, 47].”
BackgroundInfluentialVugts, M. A. P., Zedlitz, A. M. E. E., Joosen, M. C. W., & Vrijhoef, H. J. (2019) · Journal of Medical Internet Research · doi:10.2196/14766 · Cited by 18 · see citing works
“Games or virtual reality have motivational qualities that may support the extinction of phobias, distraction from pain, repetitive physical or cognitive training, or learning about cognitive antecedents (eg, self-efficacy) of health behavior [52-54].”
FISHERMAN: A Serious Game for Executive Function Assessment of Older Adults
Wang, P., Fang, Y., Qi, J.-Y., & Li, H. (2022) · Assessment · doi:10.1177/10731911221105648 · Cited by 23 · see citing works
“Therefore, the monotonous, repetitive, and noninteractive nature of these tasks may undermine the motivation of participants and then negatively affect the quality of data (Lumsden et al., 2016a).”
BackgroundInfluentialAn Open-Source Cognitive Test Battery to Assess Human Attention and Memory
Adolphe, M., Sawayama, M., Maurel, D., Delmas, A., Oudeyer, P., & Sauzeon, H. (2022) · Frontiers in Psychology · doi:10.3389/fpsyg.2022.880375 · Cited by 17 · see citing works
“Including the character, the platform was implemented as a gamified interface to keep participants’ motivation high (Clement et al., 2013; Lumsden et al., 2016; Hosokawa et al., 2019).”
Method
- Authors
- Lumsden, J., Edwards, E. A., Lawrence, N. S., Coyle, D., & Munafò, M. R.
- Affiliations
- University of Bristol (GB)
- Queen Mary University of London (GB)
- University of Exeter (GB)
- University College Dublin (IE)
- Corresponding author
- Lumsden, Jim
- Venue
- JMIR Serious Games
- Publisher
- JMIR Publications Inc.
- Published
- 2016-07-15
- Volume
- 4
- Issue
- 2
- Pages
- e11
- ISSN
- 2291-9279 (ISSN-L)
- PMC
- PMC4967181
- OpenAlex
- W2465353856
- Semantic Scholar
- 4f2c6684a94d57d5dc731e41341a6b0109778428
- Cited by
- 555
- References
- 71
- Citations by year
- 2026: 57 · 2025: 77 · 2024: 74 · 2023: 52 · 2022: 61 · 2021: 56 · 2020: 70 · 2019: 43 · 2018: 37 · 2017: 22 · 2016: 6
- FWCI
- 6.76
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by
- Locations
- JMIR Serious Games (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- Open Research Exeter (University of Exeter) (acceptedVersion)
- Arrow@dit (Dublin Institute of Technology) (submittedVersion)
- Bristol Research (University of Bristol) (submittedVersion, other-oa)
- Research Repository UCD (University College Dublin) (submittedVersion, cc-by-nc-nd)
- Funders
- Wellcome Trust (092731)
- United Kingdom Clinical Research Collaboration
- Cancer Research UK
- National Institute for Health and Care Research (NIHR-IPF-16-10-04)
- British Heart Foundation
- University of Bristol (092731, MC_UU_12013/6)
- Medical Research Council (MC_UU_12013, MR/K023195/1, 092731, MC_UU_12013/6)
- Economic and Social Research Council (ES/G007489/1, 1325188)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Functions and Memory
- Keywords
- gamification, cognitive assessment, cognitive training, participant engagement, working memory, executive function, game elements, task validation, motivation, neuropsychological assessment
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