[HTML][HTML] Individual differences in computational psychiatry: A review of current challenges

P Karvelis, MP Paulus, AO Diaconescu - Neuroscience & Biobehavioral …, 2023 - Elsevier
Bringing precision to the understanding and treatment of mental disorders requires
instruments for studying clinically relevant individual differences. One promising approach is …

Effectiveness of serious games in nurse education: A systematic review

A Min, H Min, S Kim - Nurse education today, 2022 - Elsevier
Objectives To systematically summarize research employing serious games in nurse
education, to examine their effectiveness, to provide recommendations and implementation …

Application of gamification tools for identification of neurocognitive and social function in distance learning education

H Antonopoulou, C Halkiopoulos, E Gkintoni… - International Journal of …, 2022 - ijlter.net
The present study investigates the role of synchronous and asynchronous education
techniques in the context of digital and game-based learning materials through a …

[HTML][HTML] The effects of mHealth-based gamification interventions on participation in physical activity: systematic review

L Xu, H Shi, M Shen, Y Ni, X Zhang, Y Pang… - JMIR mHealth and …, 2022 - mhealth.jmir.org
Background: It is well known that regular physical exercise has associated benefits; yet,
participation remains suboptimal. Mobile health (mHealth) has become an indispensable …

[HTML][HTML] Immersive virtual reality–based methods for assessing executive functioning: systematic review

R Kirkham, L Kooijman, L Albertella, D Myles… - JMIR Serious …, 2024 - games.jmir.org
Background Neuropsychological assessments traditionally include tests of executive
functioning (EF) because of its critical role in daily activities and link to mental disorders …

Beyond the modified dot-probe task: A meta-analysis of the efficacy of alternate attention bias modification tasks across domains

T Rooney, L Sharpe, J Todd, SC Michalski… - Clinical Psychology …, 2024 - Elsevier
Attention biases towards disease-relevant cues have been implicated in numerous
disorders and health conditions, such as anxiety, cancer, drug-use disorders, and chronic …

[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 …

Gamification and older adults: Opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19

BK White, A Martin, J White - The Lancet Regional Health–Western …, 2023 - thelancet.com
The COVID-19 pandemic has increased reliance on digital service delivery, including the
delivery of health promotion initiatives. Health promotion interventions need to carefully …

[HTML][HTML] Conceptual ambiguity surrounding gamification and serious games in health care: literature review and development of game-based intervention reporting …

S Warsinsky, M Schmidt-Kraepelin, S Rank… - Journal of medical …, 2021 - jmir.org
Background In health care, the use of game-based interventions to increase motivation,
engagement, and overall sustainability of health behaviors is steadily becoming more …

[HTML][HTML] Gamification of an n-back working memory task–Is it worth the effort? An EEG and eye-tracking study

C Scharinger, L Prislan, K Bernecker, M Ninaus - Biological Psychology, 2023 - Elsevier
Gamification of cognitive tasks might positively affect emotional-motivational factors
(emotional design perspective) or negatively affect cognitive factors like working memory …