Table 1.
Author, year | Full title | Game | Category |
McPherson and Burns, 2007 [17] | Gs invaders: Assessing a computer gamelike test of processing speed | Space Code | Testing |
McPherson and Burns, 2008 [18] | Assessing the validity of computer gamelike tests of processing speed and working memory | Space Matrix/Space Code | Testing |
Trapp et al, 2008 [19] | Cognitive remediation improves cognition and good cognitive performance increases time to relapse—results of a 5-year catamnestic study in schizophrenia patients | Xcog | Training |
Gamberini et al, 2009 [20] | Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people | Eldergames | Testing |
Gamberini, Cardullo, Seraglia, and Bordin, 2010 [21] | Neuropsychological testing through a Nintendo Wii console | Wii Tests | Testing |
Dovis, Oord, Wiers, and Prins, 2011 [22] | Can motivation normalize working memory and task persistence in children with attention-deficit/hyperactivity disorder? The effects of money and computer-gaming | Megabot | Testing |
Delisle and Braun, 2011 [23] | A context for normalizing impulsiveness at work for adults with attention deficit/hyperactivity disorder (combined type) | Retirement Party | Testing |
Prins, Dovis, Ponsioen, ten Brink, and van der Oord, 2011 [24] | Does computerized working memory training with game elements enhance motivation and training efficacy in children with ADHD? | Supermecha | Training |
Lim et al, 2012 [25] | A brain-computer interface based attention training program for treating attention deficit hyperactivity disorder | Cogoland | Training |
Heller et al, 2013 [26] | A machine learning-based analysis of game data for attention deficit hyperactivity disorder assessment | Groundskeeper | Testing |
Hawkins et al, 2013 [9] | Gamelike features might not improve data | EM-Ants and Ghost Trap | Testing |
Verhaegh, Fontijn, Aarts, and Resing, 2013 [27] | In-game assessment and training of nonverbal cognitive skills using TagTiles | Tap the Hedgehog | Both |
Aalbers, Baars, Rikkert, and Kessels, 2013 [28] | Puzzling with online games (BAM-COG): reliability, validity, and feasibility of an online self-monitor for cognitive performance in aging adults | BAM-COG | Testing |
Fagundo et al, 2013 [29] | Video game therapy for emotional regulation and impulsivity control in a series of treated cases with bulimia nervosa | Playmancer | Training |
Anguera et al, 2013 [30] | Video game training enhances cognitive control in older adults | Neuroracer | Training |
van der Oord, Ponsioen, Geurts, Ten Brink, and Prins, 2014 [31] | A pilot study of the efficacy of a computerized executive functioning remediation training with game elements for children with ADHD in an outpatient setting | Braingame Brian | Training |
Brown et al, 2014 [32] | Crowdsourcing for cognitive science—the utility of smartphones | The Great Brain Experiment | Testing |
Tong and Chignell, 2014 [33] | Developing a serious game for cognitive assessment: choosing settings and measuring performance | Whack-a-mole | Testing |
Katz, Jaeggi, Buschkuehl, Stegman, and Shah, 2014 [34] | Differential effect of motivational features on training improvements in school-based cognitive training | WMTrainer | Training |
Dunbar et al, 2013 [8] | Implicit and explicit training in the mitigation of cognitive bias through the use of a serious game | MACBETH | Training |
Lee et al, 2013 [35] | A brain-computer interface based cognitive training system for healthy elderly: A randomised control pilot study for usability and preliminary efficacy | Card-Pairing | Training |
Miranda and Palmer, 2013 [36] | Intrinsic motivation and attentional capture from gamelike features in a visual search task | Visual Search | Testing |
Atkins et al, 2014 [37] | Measuring working memory is all fun and games: A four-dimensional spatial game predicts cognitive task performance | Shapebuilder | Testing |
Dörrenbächer et al, 2014 [38] | Dissociable effects of game elements on motivation and cognition in a task switching training in middle childhood | Watermons | Training |
McNab and Dolan, 2014 [39] | Dissociating distractor-filtering at encoding and during maintenance | The Great Brain Experiment | Testing |
O’Toole and Dennis, 2014 [40] | Mental health on the go: Effects of a gamified attention-bias modification mobile application in trait-anxious adults | ABMTApp | Training |
Tenorio Delgado, Arango Uribe, Aparicio Alonso, and Rosas Diaz, 2014 [41] | TENI: A comprehensive battery for cognitive assessment based on games and technology | TENI | Testing |
De Vries, Prins, Schmand, and Geurts, 2015 [42] | Working memory and cognitive flexibility-training for children with an autism spectrum disorder: a randomized controlled trial | Braingame Brian | Training |
Dovis, Van Der Oord, Wiers, and Prins, 2015 [43] | Improving executive functioning in children with ADHD: Training multiple executive functions within the context of a computer game. A randomized double-blind placebo controlled trial | Braingame Brian | Training |
Kim et al, 2015 [44] | Effects of a serious game training on cognitive functions in older adults | Smart Harmony | Training |
Manera et al, 2015 [45] | “Kitchen and cooking,” a serious game for mild cognitive impairment and Alzheimer’s disease: a pilot study | Kitchen and Cooking | Both |
Ninaus et al, 2015 [46] | Game elements improve performance in a working memory training task | GAME | Training |
Tarnanas et al, 2015 [47] | On the comparison of a novel serious game and electroencephalography biomarkers for early dementia screening | VAP-M | Testing |
aIn cases where the game was not named, we assigned a descriptive name.