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. 2022 Nov 17;13:980778. doi: 10.3389/fpsyg.2022.980778

Table 1.

Data obtained through gamified cognitive training interactions.

Category Details
Sessions Sessions initiated by participants
Tasks 7 Tasks (WorkingMemory-Updating, Switching, Dual N Back, TowerOfLondon, PipeMania, FigureWeights VisualSpatial)
Task levels Levels for tasks with maximum levels ranging from 16 to 58 for different tasks
Task outcomes Outcome of each game. Total 5 possible outcomes (Defeat, Stalemate, Victory, Abort, Not Yet Finished)
Play/Interaction time Duration of play time in number of seconds