2021
DOI: 10.2196/26449
|View full text |Cite
|
Sign up to set email alerts
|

The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review

Abstract: Background Serious games are now widely used in many contexts, including psychological research and clinical use. One area of growing interest is that of cognitive assessment, which seeks to measure different cognitive functions such as memory, attention, and perception. Measuring these functions at both the population and individual levels can inform research and indicate health issues. Attention is an important function to assess, as an accurate measure of attention can help diagnose many common … Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
19
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 22 publications
(19 citation statements)
references
References 111 publications
0
19
0
Order By: Relevance
“…Recently, several research teams have developed gamified stopsignal tasks (e.g., Schroeder et al, 2021), which do not change the underlying architecture of the SST but yield more enjoyable experiences for participants. Further, these gamified tasks provide a more engaging environment which creates a more captivating setting that may aid in collecting data from populations with a lower attention span such as children or groups of patients with concentration or attention deficits (Gallagher et al, 2023;Klock et al, 2020;Wiley et al, 2020Wiley et al, , 2021.…”
Section: Studying Inhibitory Control With the Stop Signal Taskmentioning
confidence: 99%
“…Recently, several research teams have developed gamified stopsignal tasks (e.g., Schroeder et al, 2021), which do not change the underlying architecture of the SST but yield more enjoyable experiences for participants. Further, these gamified tasks provide a more engaging environment which creates a more captivating setting that may aid in collecting data from populations with a lower attention span such as children or groups of patients with concentration or attention deficits (Gallagher et al, 2023;Klock et al, 2020;Wiley et al, 2020Wiley et al, , 2021.…”
Section: Studying Inhibitory Control With the Stop Signal Taskmentioning
confidence: 99%
“…Although there are well-evidenced benefits of using traditional cognitive assessment tools (proven psychometric validity, high sensitivity to neurological disease, etc) [4][5][6], they are often seen as boring and repetitive by users [7]. This can reduce task engagement [2] and affect the reliability of the performance data collected [1,8]. People also report test anxiety and self-stigma regarding low literacy or education levels when performing traditional cognitive tests [9][10][11][12].…”
Section: Assessing Cognition Through Serious Gamesmentioning
confidence: 99%
“…Gamification stands as one of the most promising solutions to enhance the user experience of traditionally monotonous tasks [ 1 ]. The process of gamification includes applying game design elements such as challenges, scoring, graphics, and narratives to nongame environments (eg, psychometric testing) to increase engagement and motivation [ 2 ].…”
Section: Introductionmentioning
confidence: 99%
“…On the health assessment front, the evaluation and validation of in-game metrics as assessment tools are performed either in comparison with a clinical diagnosis or a validated assessment test [ 25 ]. Cognitive measures in game-like interfaces can contribute to the early detection of neurological disease [ 26 ].…”
Section: Introductionmentioning
confidence: 99%
“…However, no further insights were provided regarding the well-being state of the participants. The study by Pirovano et al [ 25 ] developed an SG solution to support rehabilitation at home. Their solution combined fuzzy-based monitoring and in-game adaptation to capture the knowledge of the clinician and provide real-time feedback during exercise.…”
Section: Introductionmentioning
confidence: 99%