[HTML][HTML] Wearable devices for physical activity and healthcare monitoring in elderly people: a critical review

E Teixeira, H Fonseca, F Diniz-Sousa, L Veras… - Geriatrics, 2021 - mdpi.com
The availability of wearable devices (WDs) to collect biometric information and their use
during activities of daily living is significantly increasing in the general population. These …

[HTML][HTML] Artificial intelligence–driven serious games in health care: Sco** review

A Abd-Alrazaq, I Abuelezz, A Hassan… - JMIR serious …, 2022 - games.jmir.org
Background: Artificial intelligence (AI)–driven serious games have been used in health care
to offer a customizable and immersive experience. Summarizing the features of the current …

The limitations and challenges in the assessment of executive dysfunction associated with real-world functioning: The opportunity of serious games

D Martínez-Pernía, L Olavarría… - Applied …, 2023 - Taylor & Francis
Nowadays, there is a broad range of methods for detecting and evaluating executive
dysfunction ranging from clinical interview to neuropsychological evaluation. Nevertheless …

Validation of a mobile game-based assessment of cognitive control among children and adolescents

H Song, DJ Yi, HJ Park - Plos one, 2020 - journals.plos.org
Cognitive control is the most fundamental psychological function that underlies the
execution of many other psychological functions. A mobile game application could be a …

Development of a serious game-based cognitive rehabilitation system for patients with brain injury

M Rahmani-Katigari, F Mohammadian, L Shahmoradi - BMC psychiatry, 2023 - Springer
Background Traumatic brain injury (TBI) resulting from a forceful impact to the head can
cause severe functional disabilities, with cognitive impairment being a major hindrance to …

[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 …

[HTML][HTML] Effectiveness of serious games for improving executive functions among older adults with cognitive impairment: systematic review and meta-analysis

A Abd-Alrazaq, D Alhuwail, A Ahmed… - JMIR Serious …, 2022 - games.jmir.org
Background: Executive functions are one of the known cognitive abilities that decline with
age. They are the high-order cognitive processes that enable an individual to concentrate …

Visualization and interaction technologies in serious and exergames for cognitive assessment and training: A survey on available solutions and their validation

C Bassano, M Chessa, F Solari - IEEE Access, 2022 - ieeexplore.ieee.org
Exergames and serious games, based on standard personal computers, mobile devices and
gaming consoles or on novel immersive Virtual and Augmented Reality techniques, have …

Are 3D virtual environments better than 2D interfaces in serious games performance? An explorative study for the assessment of executive functions

IA Chicchi Giglioli, C de Juan Ripoll… - Applied …, 2021 - Taylor & Francis
Executive functions refer to higher-order cognitive processes that supervise and guide goal-
directed and adaptive behaviors in response to everyday situations. The traditional …

[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 …