2016
DOI: 10.1007/978-3-319-39943-0_28
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The Gamification of Cognitive Training: Older Adults’ Perceptions of and Attitudes Toward Digital Game-Based Interventions

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Cited by 43 publications
(39 citation statements)
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“…Five different types of core-EF CCT interventions were identified: cognitive flexibility training (8%), inhibition training (9%), WM training (34%), multicognitive training (training multiple cognitive domains; 23%), and video game training (26%). Multi-cognitive training studies were separated from the video game training studies as having a gamified component may increase motivation and engagement, and thereby produce different training and transfer effects (e.g.,Boot et al, 2016). Due to the limited numbers of studies for some types of training, the main subgroup (moderator) analyses compared single-domain training (comprising cognitive flexibility, inhibition, and WM training) and multidomain training (comprising multi-cognitive and video game training).Interventions.…”
mentioning
confidence: 99%
“…Five different types of core-EF CCT interventions were identified: cognitive flexibility training (8%), inhibition training (9%), WM training (34%), multicognitive training (training multiple cognitive domains; 23%), and video game training (26%). Multi-cognitive training studies were separated from the video game training studies as having a gamified component may increase motivation and engagement, and thereby produce different training and transfer effects (e.g.,Boot et al, 2016). Due to the limited numbers of studies for some types of training, the main subgroup (moderator) analyses compared single-domain training (comprising cognitive flexibility, inhibition, and WM training) and multidomain training (comprising multi-cognitive and video game training).Interventions.…”
mentioning
confidence: 99%
“…The Computer Games Journal (2020) 9:221-244 2011; Boot et al 2016;Marston et al 2015a). The experiences of engaging with a meaningful, aesthetic and enjoyable challenge are more important (De Schutter and Vanden Abeele 2015; Marston et al 2015b).…”
mentioning
confidence: 99%
“…Gamification refers to playful experiences that aim to motivate individuals in performing certain tasks by making them feel in control and aware of their abilities (Jessen 2016). Gamification is mostly used for behaviour change purposes (Cugelman 2013;Larsen et al 2013;Edwards et al 2016;Johnson et al 2016;Fleming et al 2017), not least for older adults to become more physically active (Barden et al 2013;Larsen et al 2013;Sailer et al 2014;Boot et al 2016;Skjaeret-Maroni et al 2016;Kappen et al 2018). Previous studies show that gamification of exercise engages participants and may lead to behavioural change in the short term (Larsen et al 2013;Edwards et al 2016;Skjaeret-Maroni et al 2016;Lee et al 2018).…”
Section: Playful Exercisementioning
confidence: 99%
“…But it is well known that the motivation to engage in such physical activity becomes reduced when people get older whether it is playful or not. Still, playful activity programmes for older adults may have beneficial effects: reported results include improvement in well-being and balance, and lead to social and emotional benefits, (e.g., social interaction, increased self-esteem, positive emotions) (McLaughlin et al 2012;Larsen et al 2013;Boot et al 2016;Edwards et al 2016;Kaufman et al 2016;Dietlein et al 2018).…”
Section: Playful Exercisementioning
confidence: 99%