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Publication details

Document type
Journal articles

Document subtype
Full paper

Title
Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review

Participants in the publication
Filipa Ferreira-Brito (Author)
Mónica Fialho (Author)
Ana Virgolino (Author)
Inês Neves (Author)
Ana Cristina Miranda (Author)
Nuno Sousa-Santos (Author)
Cátia Caneiras (Author)
Luís Carriço (Author)
Dep. Informática
LASIGE
Ana Verdelho (Author)
Osvaldo Santos (Author)

Summary
Game-based interventions (GBI) have been used to promote health-related outcomes, including cognitive functions. Criteria for game-elements (GE) selection are insufficiently characterized in terms of their adequacy to patients’ clinical conditions or targeted cognitive outcomes. This study aimed to identify GE applied in GBI for cognitive assessment, training or rehabilitation. A systematic review of literature was conducted. Papers involving video games were included if: (1) presenting empirical and original data; (2) using video games for cognitive intervention; and (3) considering attention, working memory or inhibitory control as outcomes of interest. Ninety-one papers were included. A significant difference between the number of GE reported in the assessed papers and those composing video games was found (p?<?.001). The two most frequently used GE were: score system (79.2% of the interventions using video games; for assessment, 43.8%; for training, 93.5%; and for rehabilitation, 83.3%) and narrative context (79.2% of interventions; for assessment, 93.8%; for training, 73.9% and for rehabilitation, 66.7%). Usability assessment was significantly associated with six of the seven GE analyzed (p-values between p?≤?0.001 and p.?=?027). The use of GE that act as extrinsic motivation promotors (e.g., numeric feedback system) may jeopardize patients’ long-term adherence to interventions, mainly if associated with progressive difficulty-increase of gaming experience. Lack of precise description of GE and absence of a theoretical framework supporting GE selection are important limitations of the available clinical literature.

Date of Publication
2019-10

Where published
Journal of Biomedical Informatics

Publication Identifiers
ISSN - 1532-0464

Publisher
Elsevier BV

Volume
98

Starting page
103287

Document Identifiers
DOI - https://doi.org/10.1016/j.jbi.2019.103287
URL - http://dx.doi.org/10.1016/j.jbi.2019.103287

Rankings
SCIMAGO Q1 (2018) - 1.023 - Health Informatics
Web Of Science Q2 (2018) - 2.95 - MEDICAL INFORMATICS - SCIE


Export

APA
Filipa Ferreira-Brito, Mónica Fialho, Ana Virgolino, Inês Neves, Ana Cristina Miranda, Nuno Sousa-Santos, Cátia Caneiras, Luís Carriço, Ana Verdelho, Osvaldo Santos, (2019). Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review. Journal of Biomedical Informatics, 98, ISSN 1532-0464. eISSN . http://dx.doi.org/10.1016/j.jbi.2019.103287

IEEE
Filipa Ferreira-Brito, Mónica Fialho, Ana Virgolino, Inês Neves, Ana Cristina Miranda, Nuno Sousa-Santos, Cátia Caneiras, Luís Carriço, Ana Verdelho, Osvaldo Santos, "Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review" in Journal of Biomedical Informatics, vol. 98, 2019. 10.1016/j.jbi.2019.103287

BIBTEX
@article{43376, author = {Filipa Ferreira-Brito and Mónica Fialho and Ana Virgolino and Inês Neves and Ana Cristina Miranda and Nuno Sousa-Santos and Cátia Caneiras and Luís Carriço and Ana Verdelho and Osvaldo Santos}, title = {Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review}, journal = {Journal of Biomedical Informatics}, year = 2019, volume = 98 }