2019
DOI: 10.1016/j.jbi.2019.103287
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Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review

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Cited by 47 publications
(22 citation statements)
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References 113 publications
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“…On the other hand, social-oriented features were underutilized, with only a few studies favoring competition (n=3/49, 6%) and social interaction (n=2/49, 4%). Similar findings have been reported in a recent review investigating game-based interventions for neuropsychological assessment, training, and rehabilitation [ 87 ]. This may be due to implementation complexity or the relative recency of the field.…”
Section: Discussionsupporting
confidence: 90%
“…On the other hand, social-oriented features were underutilized, with only a few studies favoring competition (n=3/49, 6%) and social interaction (n=2/49, 4%). Similar findings have been reported in a recent review investigating game-based interventions for neuropsychological assessment, training, and rehabilitation [ 87 ]. This may be due to implementation complexity or the relative recency of the field.…”
Section: Discussionsupporting
confidence: 90%
“…Game-based training or intervention has been widely viewed as a means to promote adherence and cognitive capacity [ 35 , 36 ]. The use of various game elements such as points, difficulty levels, badges and storyline can enhance a patient’s intrinsic motivated behavior as it allows the patient to feel a sense of competence and accomplishment.…”
Section: Discussionmentioning
confidence: 99%
“…In NeuroVRehab.PT, we implemented two types of game elements: numeric (e.g., points, scores) and visual (e.g., messages, three-star classification) feedback elements and narrative contexts. Although the study of the motivational influences of different game elements is still in its infancy, preliminary studies suggest that immediate feedback elements are associated with high adherence rates during the initial phases of contact with the platform [59,60]. On the other hand, the storyline in which the main action unfolds is thought to be a crucial feature for long-term adherence [60] (see reference [59] for a description of the rationale underlying the selection of this game element).…”
Section: Discussionmentioning
confidence: 99%
“…Although the study of the motivational influences of different game elements is still in its infancy, preliminary studies suggest that immediate feedback elements are associated with high adherence rates during the initial phases of contact with the platform [59,60]. On the other hand, the storyline in which the main action unfolds is thought to be a crucial feature for long-term adherence [60] (see reference [59] for a description of the rationale underlying the selection of this game element). Although the conclusions that can be drawn from a single moment of contact with our platform are limited, the participants' statements that they had fun with and enjoyed using our platform is indicative that the implementation of these game-elements was successful, at least to some degree.…”
Section: Discussionmentioning
confidence: 99%