2016
DOI: 10.2196/games.5888
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Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy

Abstract: BackgroundCognitive 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.ObjectivesThis systematic review aims to ex… Show more

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Cited by 417 publications
(380 citation statements)
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References 67 publications
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“…The Points variant was similar to the Non-Game variant but with the addition of a points mechanic and the task being framed as a game. Points are a common feature of gamified tasks (Lumsden, Edwards, et al, 2016), and are classed as "1 st…”
Section: Effect Of Gamification On Attritionmentioning
confidence: 99%
“…The Points variant was similar to the Non-Game variant but with the addition of a points mechanic and the task being framed as a game. Points are a common feature of gamified tasks (Lumsden, Edwards, et al, 2016), and are classed as "1 st…”
Section: Effect Of Gamification On Attritionmentioning
confidence: 99%
“…Можно выделить несколько причин, по которым именно игровые методы диагностики и коррекции являются наиболее востребованными в современ-ной психологической практике [23].…”
Section: причины популярности игровых методов в диагностике и коррекцunclassified
“…Важно отметить, что полученные в подобных исследованиях данные довольно часто противоречат друг другу [20,23]. Такие противоречия мо-гут быть объяснены тем, что многие исследования, сравнивающие людей, активно играющих в видеоигры и не имеющих опыта в этом, не обладают достаточной валидностью: в них часто отсутствует контроль многих факто-ров, нет четкого разделения между тестируемыми группами, отсутствует предварительное тестирование испытуемых перед применением игровых технологий, а только констатируется итоговое различие между ними [28,48].…”
Section: причины популярности игровых методов в диагностике и коррекцunclassified
“…Adequately powered studies on the effects of games for health are lacking in general, and little to nothing is known about complementary effectiveness in regular health care contexts, such as multidisciplinary rehabilitation [43]. Moreover, patient adherence to serious gaming when 3 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 5 deployed in practice and its influence on outcomes require empirical assessment in effectiveness evaluation [44,45].…”
Section: Why Serious Games May Offer a Potential Solutionmentioning
confidence: 99%