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

dc.contributor.authorBrito, Filipa Ferreira
dc.contributor.authorFialho, Mónica
dc.contributor.authorVirgolino, Ana
dc.contributor.authorNeves, Inês
dc.contributor.authorMiranda, Ana Cristina
dc.contributor.authorSousa-Santos, Nuno
dc.contributor.authorCaneiras, Catia
dc.contributor.authorCarriço, Luis
dc.contributor.authorVerdelho, Ana
dc.contributor.authorSantos, Osvaldo
dc.date.accessioned2019-09-30T11:29:04Z
dc.date.available2019-09-30T11:29:04Z
dc.date.issued2019-09-10
dc.description© 2019 Elsevier Inc. All rights reserved.pt_PT
dc.description.abstractGame-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 used 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) video games were used for cognitive intervention; and 3) attention, working memory or inhibitory control were considered 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 ≤.001 and p. = 027). The use 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.pt_PT
dc.description.sponsorshipThis research was carried out as part of the doctoral studies of the first author [Ref: PDE/BDE/127784/2016] and for which she received scholarships from the following entities: Nippon Gases Portugal and Fundação para a Ciência e a Tecnologia through European Social Fund and Human Capital Operational Programme, cofinanced by Portugal 2020 and European Unionpt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationJ Biomed Inform. 2019 Sep 10:103287pt_PT
dc.identifier.doi10.1016/j.jbi.2019.103287
dc.identifier.issn1532-0464
dc.identifier.urihttp://hdl.handle.net/10451/39641
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherElsevierpt_PT
dc.relationAn image-based applied game for neuropsychological rehabilitation: assessing its feasibility among elderly with vascular mild cognitive impairment. Título antigo: Image-based applied game for nuropsychological rehabilitation: assessing its efficacy among elderly with mild cognitive impairment - Cognitive stimulation improves sleep quality and cognitive function in sleep disorders
dc.relation.publisherversionhttps://www.sciencedirect.com/journal/journal-of-biomedical-informaticspt_PT
dc.subjectVideo gamespt_PT
dc.subjectSerious gamespt_PT
dc.subjectCognitive functionspt_PT
dc.subjectAttentionpt_PT
dc.subjectWorking memorypt_PT
dc.subjectInhibitory controlpt_PT
dc.titleGame-based interventions for neuropsychological assessment, training and rehabilitation : which game-elements to use? A systematic reviewpt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.awardNumberPDE/BDE/127784/2016
oaire.awardTitleAn image-based applied game for neuropsychological rehabilitation: assessing its feasibility among elderly with vascular mild cognitive impairment. Título antigo: Image-based applied game for nuropsychological rehabilitation: assessing its efficacy among elderly with mild cognitive impairment - Cognitive stimulation improves sleep quality and cognitive function in sleep disorders
oaire.awardURIinfo:eu-repo/grantAgreement/FCT//PDE%2FBDE%2F127784%2F2016/PT
oaire.citation.startPage103287pt_PT
oaire.citation.titleJournal of Biomedical Informaticspt_PT
person.familyNameFialho
person.familyNameVirgolino
person.familyNameNeves
person.familyNameMiranda
person.familyNameNETO DE SOUSA SANTOS
person.familyNameCaneiras
person.familyNameCarriço
person.familyNameVerdelho
person.familyNameSantos
person.givenNameMónica
person.givenNameAna
person.givenNameInês
person.givenNameAna Cristina
person.givenNameNUNO MIGUEL
person.givenNameCatia
person.givenNameLuis
person.givenNameAna
person.givenNameOsvaldo
person.identifier183661
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person.identifier.ridF-8895-2016
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person.identifier.scopus-author-id57197786253
person.identifier.scopus-author-id57024836200
person.identifier.scopus-author-id6602902026
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.nameFundação para a Ciência e a Tecnologia
rcaap.rightsrestrictedAccesspt_PT
rcaap.typearticlept_PT
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