Trial reportPloS one2020
Validation of a mobile game-based assessment of cognitive control among children and adolescents.
Trial report in PloS one, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 1 of them a synthesis that pooled it.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
11 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Evaluating the validity of game-based assessments measuring cognitive function among children and adolescents: A systematic review and meta-analysis.Progress in brain research · 2023Pooled it
- Gamification and Cognitive Factors: Research Hotspots, Knowledge Structure, and Future Directions Based on Bibliometric Analysis.Journal of Intelligence · 2026Article
- A Digital Tool for Assessing the Distinct Effects of Depression, Anxiety, and Attention-Deficit/Hyperactivity Disorder (ADHD) on Children's Emotional Cognitive Bias: Cross-Sectional Study.Journal of medical Internet research · 2026Article
- Effectiveness of Virtual Reality-Based Cognitive Control Training Game for Children With Attention-Deficit/Hyperactivity Disorder Symptoms: Preliminary Effectiveness Study.JMIR pediatrics and parenting · 2025Article
- Leveraging Swipe Gesture Interactions From Mobile Games as Indicators of Anxiety and Depression: Exploratory Study.JMIR mental health · 2025Article
- Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review.JMIR serious games · 2024Review
- Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.Behavioral sciences (Basel, Switzerland) · 2024Review
- Identifying Game-Based Digital Biomarkers of Cognitive Risk for Adolescent Substance Misuse: Protocol for a Proof-of-Concept Study.JMIR research protocols · 2023Article
- The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review.JMIR serious games · 2021Review
- Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability.International journal of environmental research and public health · 2021Article
- Wearable Devices for Physical Activity and Healthcare Monitoring in Elderly People: A Critical Review.Geriatrics (Basel, Switzerland) · 2021Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Cognitive control is the most fundamental psychological function that underlies the execution of many other psychological functions. A mobile game application could be a useful strategy to evaluate cognitive control in the groups of children and adolescents. Although a serious game that is based on gamification would be an optimal platform for the administration of behavioral and clinical assessments of children and adolescents, most studies on gamification have been conducted among adults and older adults than among children and adolescents. This study aimed to assess cognitive control using a mobile game that used gamification and compared the results to those from traditional neuropsychological tests for children and adolescents. In order to address this objective, this study used a serious game, namely, "CoCon," which was developed to assess cognitive control in children and adolescents. This study included 100 participants from a community sample (mean age = 11.75 years, ranged from 9 to 16 years, SD = 1.40 years; Male = 59(59%), Female = 41(41%)). The analyses interrogated the relationships among various game behaviors scores of CoCon, the standardized neuropsychological tests (K-WISC-IV, CTT, and Stroop), and self-reporting executive function difficulty questionnaire. As results, a mobile game application-based assessment proved to be a reliable and valid measure of the cognitive control in children and adolescents. The index scores from the CoCon were significantly related to various cognitive control functions and differentiated between the high and low cognitive control groups. Specifically, even though the participants completed the mobile game 'CoCon' in their natural habitats, the CoCon scores were comparable to the measures from standard neuropsychological tests. In conclusion, the present findings suggest that mobile games that use advanced technology and sophisticated psychological strategies can serve as a new and expanded platform for the administration of psychological assessments.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.