[HTML][HTML] The effect of video games, exergames and board games on executive functions in kindergarten and 2nd grade: An explorative longitudinal study

V Gashaj, LC Dapp, D Trninic, CM Roebers - Trends in Neuroscience and …, 2021 - Elsevier
We examined the relation between different kinds of play behavior (video games,
exergames, board games) in kindergarten (T1) and components of executive function (EF; …

[HTML][HTML] A gamification framework for cognitive assessment and cognitive training: qualitative study

A Khaleghi, Z Aghaei, MA Mahdavi - JMIR serious games, 2021 - games.jmir.org
Background Cognitive tasks designed to measure or train cognition are often repetitive and
presented in a monotonous manner, features that lead to participant boredom and …

Use of serious games with older adults: systematic literature review

BM Gutiérrez-Pérez, AV Martín-García… - Humanities and Social …, 2023 - nature.com
The aim of this paper is to qualitatively synthesise literature on empirical research into video
games and older adults. A total of 108 studies were analysed, with the participation of …

Application of immersive virtual-reality-based puzzle games in elderly patients with post-stroke cognitive impairment: a pilot study

Z Liu, Z He, J Yuan, H Lin, C Fu, Y Zhang, N Wang, G Li… - Brain Sciences, 2022 - mdpi.com
Background: The society is aging in China, and the cognitive level of elderly post-stroke
patients gradually declines. Face-to-face cognitive functional training is no longer sufficient …

Can a serious game-based cognitive training attenuate cognitive decline related to Alzheimer's disease? Protocol for a randomized controlled trial

E Brill, C Krebs, M Falkner, J Peter, K Henke, M Züst… - BMC psychiatry, 2022 - Springer
Background Alzheimer's disease (AD) is a major public health issue. Cognitive interventions
such as computerized cognitive trainings (CCT) are effective in attenuating cognitive decline …

[HTML][HTML] Application of eye tracking in puzzle games for adjunct cognitive markers: pilot observational study in older adults

C Krebs, M Falkner, J Niklaus, L Persello… - JMIR serious …, 2021 - games.jmir.org
Background: Recent studies suggest that computerized puzzle games are enjoyable, easy
to play, and engage attentional, visuospatial, and executive functions. They may help …

[HTML][HTML] The making and evaluation of digital games used for the assessment of attention: systematic review

K Wiley, R Robinson, RL Mandryk - JMIR Serious Games, 2021 - games.jmir.org
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 …

Investigating a new tablet-based telerehabilitation app in patients with aphasia: A randomised, controlled, evaluator-blinded, multicentre trial protocol

AS Uslu, SM Gerber, N Schmidt, C Röthlisberger… - BMJ open, 2020 - bmjopen.bmj.com
Introduction Aphasia is a common language disorder acquired after stroke that reduces the
quality of life of affected patients. The impairment is frequently accompanied by a deficit in …

Novel 3-D action video game mechanics reveal differentiable cognitive constructs in young players, but not in old

T Ono, T Sakurai, S Kasuno, T Murai - Scientific Reports, 2022 - nature.com
Video game research predominantly uses a “one game-one function” approach—
researchers deploy a constellation of task-like minigames to span multiple domains or …

Assessment of executive functions using a 3D-video game in children and adolescents with ADHD

N Takahashi, T Ono, Y Omori, M Iizumi, H Kato… - Frontiers in …, 2024 - frontiersin.org
Objective Executive functions are important factors that affect the well-being of children with
ADHD. Therefore, inclusion of a convenient assessment of executive dysfunction in …