Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

Lumsden, Jim, Edwards, Elizabeth A, Lawrence, Natalia S, Coyle, David, Munafò, Marcus R·2016·JMIR Serious Games

Cited by (584)

Items 401–500 of 584

  1. Advances in the application of a computational Theory of Visual Attention (TVA): Moving towards more naturalistic stimuli and game-like tasks
    Jan Tünnermann, Arni Kjalar Kristjansson, Anders Petersen, Anna Schubö, Ingrid Scharlau · 2021
  2. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (Preprint)
    Julie F Vermeir, Melanie Jade White, Daniel Johnson · 2020
  3. Delay discounting: Numerical estimation of gamification’s impact on motivation and performance
    Sophie Harvey, Greg Jensen, Kristen G. Anderson · 2022
  4. A Mobile App Delivering a Gamified Battery of Cognitive Tests Designed for Repeated Play (OU Brainwave): App Design and Cohort Study (Preprint)
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  5. Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments (Preprint)
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  6. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (Preprint)
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  7. The Role of Serious Video Games in the Treatment of Disordered Eating: A Systematic Review (Preprint)
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  8. Comparing anticipatory and stop-signal response inhibition with a novel, open-source selective stopping toolbox
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  9. STASISM: A Versatile Serious Gaming Multi-Sensor Platform for Personalized Telerehabilitation and Telemonitoring
    Anna D. Kushnir, Oleh O. Kachmar, Bruno Bonnechère · 2023 · Preprints.org
  10. Computerized Cognitive Training in the Older Workforce: Effects on Cognition, Life Satisfaction, and Productivity
    Zdenka Milič Kavčič, Voyko Kavcic, Bruno Giordani · 2024 · Preprints.org
  11. Expanding Gamified Assessment of Cognitive Impulsivity through Co-design with People with Lived Experience of Eating Disorders and Mental Ill-Health: A mixed-methods study. (Preprint)
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  12. Color discrimination in action: High-throughput measurement in immersive VR
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  13. (Neurobiology of) Dementia: Causes, Presentation and Management
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  14. Training cognitive control
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  15. No effect of gamification on attrition from a longitudinal cognitive testing study
    Jim Lumsden, Andy Skinner, David Coyle, Natalia Lawrence, Marcus Robert Munafo · 2017
  16. Preliminary Investigation of a Newly Developed Tele-Rehabilitation Program for People Living with MCI Condition
    L. Martini, Laura Fabbri, Silvia Pancani · 2018 · Biosystems & biorobotics
  17. Development of the Training System and Human Reserve
    Mikhail Vasilievich Vinichenko, Mikhail Vasilievich Vinichenko, Петер Караксони · 2018 · Management of the personnel and intellectual resources in Russia
  18. SLOTZ: A Game-Based Measure of Problem Gambling
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  19. Digital Neuropsychological assessment of discourse production
    Marco Begolo, Ombretta Gaggi, Sara Mondini · 2019 · EAI International Conference on Smart Objects and Technologies for Social Good (GOODTECHS)
  20. Novel supports to the assessment of cognitive functions through the combined use of technologies and subjective and objective measurements
    Irene Alice Chicchi Giglioli · 2020
  21. A Practical Guide for Designing and Conducting Cognitive Studies in Child Psychopathology
    Cynthia L. Huang‐Pollock, Zvi R. Shapiro, Hilary Galloway-Long, Jason S. Feldman · 2020 · Cambridge University Press eBooks
  22. Aplicación del algoritmo del árbol de decisión en los datos gamificados de la prueba de rendimiento continuo para la detección del trastorno por déficit de atención / hiperactividad.
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  23. Modelling risk-taking behaviour of avalanche accident victims
    Robin Couret, Carole Adam, Martial Mermillod · 2020 · arXiv (Cornell University)
  24. Using a Novel Game-Like Computerised Measure to Test Executive Functioning in Children
    Davis, Jennifer · 2020 · UEL Research Repository (University of East London)
  25. Towards Musical Game Therapy: A Survey on Music Therapy and Games for Health Promotion.
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  26. Nourishing heroinas in Mozambique: understanding, designing with, and tailoring nutritional interventions to adolescent girls
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  27. A FRAMEWORK FOR BUILDING ASSESSMENT AND LEARNING TOOLS FOR DIGITAL SKILLS
    Ann Ciesla · 2020
  28. Digital technology-enabled home health care
    Sjors C.F. van de Weijer · 2021
  29. Computer-Assisted Cognitive Training for Patients with Severe Mental Illness: a Retrospective Study
    Ching-Man Lau, Wai Kwong Tang · 2021 · East Asian Archives of Psychiatry
  30. Pedagogické přístupy a didaktické postupy zaměřené na volnočasovou kompetenci
    Jihočeská univerzita v Českých Budějovicích, Teologická fakulta, Kněžská 8, 370 01 České Budějovice, Česká republika, Anna Dudová, Richard Macků · 2021 · Sociální pedagogika / Social Education
  31. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (Preprint)
    Simon Warsinsky, Manuel Schmidt-Kraepelin, Sascha Rank · 2021
  32. The study of reactive and active modes of educational communication in the process of solving educational tasks by students in a virtual reality environment
    Olga P. Zhigalova, Татьяна Александровна Гаврилова, Victoria A. Baranova · 2021 · Perspectives of science and education
  33. Effectiveness of Serious Gaming During Multidisciplinary Rehabilitation for Patients with Complex Chronic Pain or Fatigue: A Natural Quasi-experiment (Preprint)
    Miel A P Vugts, Margot C. W. Joosen, Agali Mert · 2017
  34. Video Game to Attenuate Pandemic-Related Stress From an Equity Lens: Development and Usability Study (Preprint)
    Nadia Minian, Anika Saiva, Allison Gayapersad · 2022
  35. Safety and Security
    David A. Ellis · 2020 · Cambridge University Press eBooks
  36. Preface
    David A. Ellis · 2020 · Cambridge University Press eBooks
  37. Health and Behaviour Change
    David A. Ellis · 2020 · Cambridge University Press eBooks
  38. Introduction
    David A. Ellis · 2020 · Cambridge University Press eBooks
  39. Conclusion
    David A. Ellis · 2020 · Cambridge University Press eBooks
  40. Experimental and Biological Approaches
    2020 · Cambridge University Press eBooks
  41. Cognition
    David A. Ellis · 2020 · Cambridge University Press eBooks
  42. Development of a computer-based cognitive training game and usage feasibility with Thai stroke patients
    Patchanee Tungjan, Riccardo Corrado, Peeraya Munkhetvit · 2022 · Journal of Associated Medical Sciences
  43. Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games
    David Gundry, Sebastian Deterding · 2022
  44. Gamified Web-Delivered Attentional Bias Modification Training for Adults With Chronic Pain: Protocol for a Randomized, Double-blind, Placebo-Controlled Trial (Preprint)
    Julie F Vermeir, Melanie Jade White, Daniel Johnson · 2021
  45. Understanding Technology Preferences and Requirements for Health Information Technologies Designed to Improve and Maintain the Mental Health and Well-Being of Older Adults: Participatory Design Study (Preprint)
    Haley M LaMonica, Tracey A Davenport, Anna Elizabeth Roberts · 2020
  46. Exploring the Gamification Paradox
    Katarzyna Śliwińska · 2019
  47. Using Geocaching to Promote Active Aging: Qualitative Study (Preprint)
    Silvia Fornasini, Marco Dianti, Alessandro Bacchiega · 2019
  48. Peer Review #2 of "The effects of gamelike features and test location on cognitive test performance and participant enjoyment (v0.1)"
    2016 · PeerJ
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  51. Evidence Regarding Automatic Processing Computerized Tasks Designed For Health Interventions in Real-World Settings Among Adults: Systematic Scoping Review (Preprint)
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  52. MHealth Applications for People with Cognitive Impairment and Their Caregivers: A Scoping Review (Preprint)
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  53. Peer Review #1 of "The effects of gamelike features and test location on cognitive test performance and participant enjoyment (v0.1)"
    2016 · PeerJ
  54. The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review (Preprint)
    Katelyn Wiley, Raquel Robinson, Regan Lee Mandryk · 2020
  55. Design and Development of the Brain Training System for the Digital “Maintain Your Brain” Dementia Prevention Trial (Preprint)
    Courtney Campbell Walton, Amit Lampit, Christos Boulamatsis et al. · 2019
  56. Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation (Preprint)
    Miel A P Vugts, A.M.E.E. Zedlitz, Margot C. W. Joosen · 2019
  57. Index
    David A. Ellis · 2020 · Cambridge University Press eBooks
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  62. Using Advanced Technologies for Neurodegenerative diseases detection at national level
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  66. Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment (Preprint)
    Eric Redlinger, Bernhard Glas, Yang Rong · 2021
  67. CogGame: Gamified Cognitive Assessments in Young Adults with Suicidal Thoughts
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