[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 …

[HTML][HTML] Effective gamification of the stop-signal task: two controlled laboratory experiments

MA Friehs, M Dechant, S Vedress, C Frings… - JMIR Serious …, 2020 - games.jmir.org
Background: A lack of ability to inhibit prepotent responses, or more generally a lack of
impulse control, is associated with several disorders such as attention-deficit/hyperactivity …

Age-based preferences and player experience: a crowdsourced cross-sectional study

MV Birk, MA Friehs, RL Mandryk - … of the annual symposium on computer …, 2017 - dl.acm.org
We tend to treat the 18-55 demographic of gamers as a monolithic and homogenous group,
even though the older ones witnessed the entire rise of the videogame and the younger …

Make-believe in gameful and playful design

S Deterding - Digital make-believe, 2016 - Springer
Gameful and playful design aspire to make existing activities and systems more engaging by
infusing them with the engaging qualities of games and toys. One such quality is make …

[HTML][HTML] Measuring the reliability of a gamified stroop task: Quantitative experiment

K Wiley, P Berger, MA Friehs, RL Mandryk - JMIR Serious Games, 2024 - games.jmir.org
Background: Few gamified cognitive tasks are subjected to rigorous examination of
psychometric properties, despite their use in experimental and clinical settings. Even small …

How points and theme affect performance and experience in a gamified cognitive task

K Wiley, S Vedress, RL Mandryk - … of the 2020 CHI conference on human …, 2020 - dl.acm.org
Cognitive tasks are increasingly being gamified in an attempt to leverage the motivational
power of games; however, they are sensitive to manipulation and literature is divided on …

Gamification and motivation: Impact on delay discounting performance

S Harvey, G Jensen, KG Anderson - Plos one, 2024 - journals.plos.org
Delay discounting is a phenomenon strongly associated with impulsivity. However, in order
for a measured discounting rate in an experiment to meaningfully generalize to choices …

[HTML][HTML] Design preferences for a serious game–based cognitive assessment of older adults in prison: thematic analysis

R Mantell, A Withall, K Radford, M Kasumovic… - JMIR Serious …, 2023 - games.jmir.org
Background Serious games have the potential to transform the field of cognitive assessment.
The use of serious game–based cognitive assessments in prison environments is …

No impact of story context and avatar power on performance in a stop-signal game

L Held, J Pannermayr, A Kaufmann, M Scheffer… - Heliyon, 2025 - cell.com
This study investigates the impact of gamification on response inhibition in a Stop-Signal
Task (SST) and examines participants' gamification experience. The findings reveal that …

Designing and Evaluating MahjongBrain: A Digital Cognitive Assessment Tool Through Gamification

J Yang, R Jiang, H Ding, R Au, J Chen, C Li… - … Conference on Human …, 2023 - Springer
Early detection of cognitive decline is of utmost importance, as research suggests that
certain risk factors can be modified to slow down or even prevent the onset of Alzheimer's …