2013
DOI: 10.2196/jmir.2860
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Puzzling With Online Games (BAM-COG): Reliability, Validity, and Feasibility of an Online Self-Monitor for Cognitive Performance in Aging Adults

Abstract: BackgroundOnline interventions are aiming increasingly at cognitive outcome measures but so far no easy and fast self-monitors for cognition have been validated or proven reliable and feasible.ObjectiveThis study examines a new instrument called the Brain Aging Monitor–Cognitive Assessment Battery (BAM-COG) for its alternate forms reliability, face and content validity, and convergent and divergent validity. Also, reference values are provided.MethodsThe BAM-COG consists of four easily accessible, short, yet c… Show more

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Cited by 47 publications
(37 citation statements)
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“…Cognitive function was assessed using the Brain Aging Monitor -Cognitive Assessment (BAMCOG), which consists of online puzzle games that assess the performance in three cognitive domains: working memory, executive function, and visuospatial short-term memory (15,16). Previously, the BAMCOG was shown to have convergent validity with neuropsychological tests (Table 1 provides an overview of the puzzle games and associations with specific neuropsychological tests).…”
Section: Cognitive Functionmentioning
confidence: 99%
“…Cognitive function was assessed using the Brain Aging Monitor -Cognitive Assessment (BAMCOG), which consists of online puzzle games that assess the performance in three cognitive domains: working memory, executive function, and visuospatial short-term memory (15,16). Previously, the BAMCOG was shown to have convergent validity with neuropsychological tests (Table 1 provides an overview of the puzzle games and associations with specific neuropsychological tests).…”
Section: Cognitive Functionmentioning
confidence: 99%
“…Besides, after a thorough revision of the scientific literature in this field (Helkala et al, 1989;Perry, Watson & Hodges, 2000;Whitwell et al, 2007;Werner et al, 2009;Plancher et al, 2010;Grambaite et al, 2011;Libon et al, 2011;Raspelli et al, 2011;Aalbers et al, 2013;Tarnanas et al, 2013;Nolin et al, 2013;Fukui et al, 2015;Kawahara et al, 2015), included in our previous methodological review (Valladares-Rodriguez et al, 2016), it became apparent that more research was needed to obtain a robust psychometric validation that would eventually support the introduction of cognitive games such as Episodix, as a diagnostic tool in everyday clinical practice. In other words, there is a need to empirically evaluate the claim that serious games are a valid means to assess constructs and behaviors with at least the same validity than traditional approaches (Kato & de Klerk, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…The works referenced tackle a specific aspect of the broader topic of the introduction of games in neuroscience to detect mental disorders such as Mild Cognitive Impairment (MCI) (Nolin et al, 2013; Raspelli et al, 2011; Werner et al, 2009; Aalbers et al, 2013; Tarnanas et al, 2013; Kawahara et al, 2015; Fukui et al, 2015), Alzheimer’s Disease (AD) (Tarnanas et al, 2013; Kawahara et al, 2015; Fukui et al, 2015), Traumatic Brain Injury (TBI) (Wilson et al, 1989; Canty et al, 2014), Chronic Fatigue Syndrome (CFS) (Attree, Dancey & Pope, 2009), or Attention Deficit Hyperactivity Disorder (ADHD) (Parsons et al, 2007; Pollak et al, 2009). …”
Section: Introductionmentioning
confidence: 99%