Using serious games to (re) train cognition in adolescents

Open Access
Authors
Publication date 2017
Host editors
  • M. Ma
  • A. Oikonomou
Book title Serious Games and Edutainment Applications
ISBN
  • 9783319516431
ISBN (electronic)
  • 9783319516455
Volume | Issue number 2
Pages (from-to) 307-321
Publisher Cham: Springer
Organisations
  • Faculty of Social and Behavioural Sciences (FMG) - Psychology Research Institute (PsyRes)
  • Faculty of Social and Behavioural Sciences (FMG)
Abstract
Cognitive training has been studied in the context of many psychological disorders, including attention deficit hyperactivity disorder (ADHD), anxiety, depression, and addiction. While several studies have found clinically relevant training effects, both in preclinical (experimental) and in clinical settings, cognitive training is often experienced as rather boring. Therefore, several studies have recently started to integrate serious gaming techniques into cognitive training paradigms to enhance motivation to train, especially among younger subjects. In this chapter, we discuss the relevant theoretical frameworks supporting both the trainings and the gamification techniques, review several attempts that have been made so far, and discuss the progress that has currently been made. The chapter will end with a number of recommendations, based on published evidence, as well as our own experience in this field.
Document type Chapter
Language English
Published at https://doi.org/10.1007/978-3-319-51645-5_14
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