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. 2022 Sep 9;10(3):e36754. doi: 10.2196/36754

Table 2.

Characteristics of the interventions (N=16).

Study Serious game name Serious game type Serious game genre Platform Supervision Duration (minutes) Frequency (times per week) Period (weeks)
Finn and McDonald [31] E-Prime Cognitive training game Designed PC Supervised NRa 2 4
Robert et al [32] MeMo Cognitive training game Designed PC and tablet Unsupervised 30 4 12
Savulich et al [33] Game Show Cognitive training game Designed Tablet Supervised 60 2 4
Valdes et al [34] SOPT Cognitive training game Designed PC Supervised 60 2 5
Yang and Kwak [35] Brain-Care Cognitive training game Designed PC Unsupervised 60 2 12
Thapa et al [36] Juice Making, Crow Shooting, Love House, and Fireworks Cognitive training game Designed VRb headset and hand controllers Supervised 100 3 8
Tarnanas et al [37] Virtual Reality Museum Cognitive training game Designed VR headset Supervised 90 2 21
Fiatarone Singh et al [38] COGPACK Cognitive training game Designed PC Supervised 75 2 25
Amjad et al [39] Body and Brain Exercises Cognitive training game Purpose-shifted Xbox console and Kinect Supervised 25 to 30 5 6
Wiloth et al [40] Physiomat Exergame Designed Balance broad and screen Supervised 90 2 10
Van Santen et al [41] NR Exergame Designed Stationary bicycle and screen Unsupervised NR 5 25
Karssemeijer et al [42] NR Exergame Purpose-shifted Stationary bicycle and screen Supervised 30 to 50 3 12
Liao et al [43] Tano and LongGood Exergame Designed Kinect and VR headset Supervised 60 3 12
Flak et al [44] Cogmed Cognitive training game Designed PC Unsupervised 30 to 40 5 5
Hyer et al [45] Cogmed Cognitive training game Designed PC Both 40 7 5 to 7
Park and Park [46] CoTras Cognitive training game Designed PC Supervised 30 3 10

aNR: not reported.

bVR: virtual reality.