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. 2016 Jul 15;4(2):e11. doi: 10.2196/games.5888

Table 1.

Details of included papers.a

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.