Skip to main content
. 2021 Sep 1;9(3):e26824. doi: 10.2196/26824

Table 2.

Description of each minigame.

Minigame Target Description
Smasher
graphic file with name games_v9i3e26824_fig4.jpg
  • Sustained attention (based on the Brown model of attention-deficit/hyperactivity disorder)

  • Inhibitory control


Within this minigame, participants must break a rock that is blocking their way by following the appropriate set of chess pieces.
Enigma
graphic file with name games_v9i3e26824_fig5.jpg
  • Working memory

  • Cognitive flexibility


Participants must memorize the associations among different elements. Afterward, they must match the association as quickly as possible.
Kuburi
graphic file with name games_v9i3e26824_fig6.jpg
  • Visuospatial ability

    • According to the classic Baddeley model (1992), the visuospatial agenda is part of working memory.

  • Cognitive flexibility

Participants must create a drawing by using the face and orienting some cubes.
Teka Teki
graphic file with name games_v9i3e26824_fig7.jpg
  • Planning game


Participants can obtain a key if they can help the fox follow her path to the lock. However, the path is obstructed by different blocks. The number of possible movements will decrease, thus increasing the difficulty.
Chess
graphic file with name games_v9i3e26824_fig8.jpg
  • Reasoning

  • Planning

  • Math calculations

Participants must learn the basic rules of chess (ie, the movement of pieces, value of pieces, most relevant moves, etc). The level of difficulty progressively increases.