Cognitive training has been studied in the context of many psychological disorders, including attention deficit hyperactivity disorder (ADHD), anxiety, depression, and addiction. While several studies have found clinically relevant training effects, both in preclinical (experimental) and in clinical settings, cognitive training is often experienced as rather boring. Therefore, several studies have recently started to integrate serious gaming techniques into cognitive training paradigms to enhance motivation to train, especially among younger subjects. In this chapter, we discuss the relevant theoretical frameworks supporting both the trainings and the gamification techniques, review several attempts that have been made so far, and discuss t...
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
Behavioral control weaknesses are a strong predictor of problematic behaviors in adolescents, such a...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
Cognitive training has been studied in the context of many psychological disorders, including attent...
Adolescence is a developmental period in which an increase in risk taking behavior, such as experime...
Background: Working memory capacity has been found to be impaired in adolescents with various psycho...
Background: Working memory capacity has been found to be impaired in adolescents with various psycho...
Background and Objectives: Excessive use of psychoactive substances and resulting disorders are a ma...
AbstractBackground and ObjectivesExcessive use of psychoactive substances and resulting disorders ar...
Cognitive training is not always effective. This is also the case for the form of cognitive training...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
peer reviewedBackground: There has been a growing interest in the application of gamification (ie, t...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
Behavioral control weaknesses are a strong predictor of problematic behaviors in adolescents, such a...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
Cognitive training has been studied in the context of many psychological disorders, including attent...
Adolescence is a developmental period in which an increase in risk taking behavior, such as experime...
Background: Working memory capacity has been found to be impaired in adolescents with various psycho...
Background: Working memory capacity has been found to be impaired in adolescents with various psycho...
Background and Objectives: Excessive use of psychoactive substances and resulting disorders are a ma...
AbstractBackground and ObjectivesExcessive use of psychoactive substances and resulting disorders ar...
Cognitive training is not always effective. This is also the case for the form of cognitive training...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
peer reviewedBackground: There has been a growing interest in the application of gamification (ie, t...
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
Computer games are ubiquitous and can be utilized for serious purposes such as health and education....
ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, whi...
Behavioral control weaknesses are a strong predictor of problematic behaviors in adolescents, such a...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...