Augmented Reality Games II 2019
DOI: 10.1007/978-3-030-15620-6_8
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Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive Impairment

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Cited by 7 publications
(3 citation statements)
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“…After collecting the tools, the interdisciplinary team should determine whether game-up and mapping techniques can be used instead of designing a new gamified cognitive task from scratch. Game-up refers to adding game elements such as colors, animations, sound effects, and a backstory into standard cognitive tasks without changing their fundamental properties such as stimuli, design, and procedure [5,26,94] (21 of 63 studies used the game-up technique). The developed gamified cognitive tasks based on game-up are often presented in the form of a battery of mini-games.…”
Section: Phase 3: Exploring Existing Tools For Assessing or Training The Targeted Cognitive Context And Determining The Suitability Of Gamentioning
confidence: 99%
“…After collecting the tools, the interdisciplinary team should determine whether game-up and mapping techniques can be used instead of designing a new gamified cognitive task from scratch. Game-up refers to adding game elements such as colors, animations, sound effects, and a backstory into standard cognitive tasks without changing their fundamental properties such as stimuli, design, and procedure [5,26,94] (21 of 63 studies used the game-up technique). The developed gamified cognitive tasks based on game-up are often presented in the form of a battery of mini-games.…”
Section: Phase 3: Exploring Existing Tools For Assessing or Training The Targeted Cognitive Context And Determining The Suitability Of Gamentioning
confidence: 99%
“…The emerging gamified cognitive assessments offer a potentially timely, practical, and appealing solution to detect early changes in cognitive function amongst young people. The graded challenges, appealing graphics and intuitive rules associated with games provide the inherent ability to engage the user and maintain their motivation and attention, thus improving participant experiences (Groznik & Sadikov, 2019; Lumsden, Edwards, Lawrence, Coyle, & Munafò, 2016; Potvin, Charbonneau, Juster, Purdon, & Tourjman, 2016). This is crucial in producing data with good quality and increasing the effectiveness of methods to identify individuals with poor cognitive functioning (Lumsden et al, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…However, the use and effectiveness of gamified cognitive assessments have not been adequately explored (Demant, Vinberg, Kessing, & Miskowiak, 2015; Lumsden et al, 2016; Potvin et al, 2016), and their acceptability and perceptions amongst young adults with suicidal thoughts has not been well-studied. A deeper understanding of this is imperative in potentially harnessing games as an assessment tool to identify individuals with cognitive deficits, which may be linked to a greater risk of suicide, as well as delivering possible intervention methods including cognitive training through a gamified medium (Groznik & Sadikov, 2019; Lumsden et al, 2016).…”
Section: Introductionmentioning
confidence: 99%