[HTML][HTML] Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy

J Lumsden, EA Edwards, NS Lawrence… - JMIR serious …, 2016 - games.jmir.org
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive,
which often leads to participant disengagement. This, in turn, may negatively impact data …

[HTML][HTML] Gamification for health and wellbeing: A systematic review of the literature

D Johnson, S Deterding, KA Kuhn, A Staneva… - Internet …, 2016 - Elsevier
Background Compared to traditional persuasive technology and health games, gamification
is posited to offer several advantages for motivating behaviour change for health and well …

[HTML][HTML] The effects of gamification on computerized cognitive training: systematic review and meta-analysis

JF Vermeir, MJ White, D Johnson, G Crombez… - JMIR serious …, 2020 - games.jmir.org
Background There has been a growing interest in the application of gamification (ie, the use
of game elements) to computerized cognitive training. The introduction of targeted …

Digital interventions for substance use disorders in young people: rapid review

M Monarque, J Sabetti, M Ferrari - Substance abuse treatment, prevention …, 2023 - Springer
Background Young people are disproportionately more likely than other age groups to use
substances. The rise in substance use and related harms, including overdose, during the …

What's in a trial? On the importance of distinguishing between experimental lab studies and randomized controlled trials: The case of cognitive bias modification and …

RW Wiers, M Boffo, M Field - Journal of Studies on Alcohol and Drugs, 2018 - jsad.com
Objective: Recently, the National Institutes of Health (NIH) redefined clinical trials to include
any study involving behavioral or biomedical interventions. In line with a general framework …

[HTML][HTML] Mobile apps to reduce tobacco, alcohol, and illicit drug use: systematic review of the first decade

PK Staiger, R O'Donnell, P Liknaitzky, R Bush… - Journal of medical …, 2020 - jmir.org
Background Mobile apps for problematic substance use have the potential to bypass
common barriers to treatment seeking. Ten years following the release of the first app …

[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 …

AntibioGame®: A serious game for teaching medical students about antibiotic use

R Tsopra, M Courtine, K Sedki, D Eap, M Cabal… - International journal of …, 2020 - Elsevier
Introduction Measures for controlling antimicrobial resistance are urgently required. We
describe here AntibioGame®, a serious game for improving the training of medical students …

Smartphone‐based cognitive bias modification training improves healthy food choice in obesity: A pilot study

N Kakoschke, C Hawker, B Castine… - European Eating …, 2018 - Wiley Online Library
Obesity is partly driven by unhealthy food choices underpinned by cognitive biases,
including approach bias (a tendency to move towards food cues) and delay discounting (a …

Emotional working memory training as an online intervention for adolescent anxiety and depression: A randomised controlled trial

E Leone de Voogd, RW Wiers, RJ Zwitser… - Australian Journal of …, 2016 - Taylor & Francis
Objective Anxiety and depression are highly prevalent disorders in adolescence. They are
associated with deficits in working memory (WM), which also appears to increase …