ReviewBackground: Cognitive tasks are typically viewed as effortful, frustrating and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then data quality, intervention effects and participant engagement may be improved. Objectives: This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes. We hope to answer three questions: 1) Why have researchers opted to use gamification? 2) What domains has...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
In their daily lives, people are confronted with situations where they need to form a schema of poss...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
peer reviewedBackground: There has been a growing interest in the application of gamification (ie, t...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
BACKGROUND: There has been a growing interest in the application of gamification (ie, the use of gam...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
This article presents a study on the validation of gamified versions of three established cognitive ...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Background: Automatic biases, such as attentional biases and avoidance and interpretative biases, ha...
STATEMENT OF PURPOSE: The purpose of this paper is to: Describe the transdisciplinary development ...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
In their daily lives, people are confronted with situations where they need to form a schema of poss...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...
Background: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which of...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
peer reviewedBackground: There has been a growing interest in the application of gamification (ie, t...
Background: There has been a growing interest in the application of gamification (ie, the use of gam...
BACKGROUND: There has been a growing interest in the application of gamification (ie, the use of gam...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
This article presents a study on the validation of gamified versions of three established cognitive ...
Gamification has become a new trend in learning in the 21st century, by utilizing technology with ga...
Background: Automatic biases, such as attentional biases and avoidance and interpretative biases, ha...
STATEMENT OF PURPOSE: The purpose of this paper is to: Describe the transdisciplinary development ...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
Gamification has become the most popular topic of the last few years. Studies in gamification area a...
Background - Compared to traditional persuasive technology and health games, gamification is posited...
In their daily lives, people are confronted with situations where they need to form a schema of poss...
AbstractBackgroundCompared to traditional persuasive technology and health games, gamification is po...