SynthesisBehavioural neurology2022
A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects.
Synthesis in Behavioural neurology, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 papers, 3 of them syntheses 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
16 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Immersive Technologies for Cognitive Rehabilitation in Dementia and Mild Cognitive Impairment: Systematic Review.Journal of medical Internet research · 2026Pooled it
- Features and effects of computer-based games on cognitive impairments in children with autism spectrum disorder: an evidence-based systematic literature review.BMC psychiatry · 2023Pooled it
- Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.Frontiers in public health · 2022Pooled it
- A study on Mahjong intervention to improve cognitive impairment in patients with schizophrenia: a pilot, single-blind, randomized, controlled trial.BMC psychiatry · 2025Trial
- Effects of music-based group exercise in patients with acquired brain injury-a randomized controlled trial.Frontiers in psychology · 2025Trial
- Serious Game-Based Attention Assessment for Attention-Deficit/Hyperactivity Disorder in Children and Adolescents: Preliminary Cross-Sectional Convergent Validation Study.JMIR serious games · 2026Article
- Toward Intelligent Rehabilitation Program Management: A System-Level Review of AI Architectures.Bioengineering (Basel, Switzerland) · 2026Review
- The effectiveness of serious games for training of attention and executive functions: a systematic review.Frontiers in child and adolescent psychiatry · 2026Review
- Health Benefits of Video Games in Adolescents and Young Adults.Current pediatrics reports · 2026Review
- Article
- Ten-Minute Physical Activity Breaks Improve Attention and Executive Functions in Healthcare Workers.Journal of functional morphology and kinesiology · 2024Article
- Editorial: Human-centered solutions and synergies across robotic and digital systems for rehabilitation.Frontiers in robotics and AI · 2024Article
- Development of a serious game-based cognitive rehabilitation system for patients with brain injury.BMC psychiatry · 2023Article
- Digital games for rehabilitation of speech disorders: A scoping review.Health science reports · 2023Article
- Effects of Home Based Serious Game Training (Brain Talk™) in the Elderly With Mild Cognitive Impairment: Randomized, a Single-Blind, Controlled Trial.Brain & NeuroRehabilitation · 2023Article
- Development and Evaluation of an Artificial Intelligence-Based Cognitive Exercise Game: A Pilot Study.Journal of environmental and public health · 2022Article
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
Attention is a basic and main mental task and can play an important role in the functioning of other brain abilities such as intelligence, memory, learning, and perception, and its deficit occurs in 80% of patients with traumatic brain injury. The use of game-based tools for rehabilitation is rapidly expanding. Cognitive rehabilitation via video games is an emerging hot topic in cognitive science. Serious games serve a specific purpose in addition to entertainment. They can be more engaging than exercises since they replace reward and motivation systems with real-world motivations as a complement for rehabilitation activities. This study was aimed at identifying and categorizing serious computer games used for attention rehabilitation and evaluating their effects. Six electronic databases (Scopus, PubMed, ISI, Embase, IEEE, and Cochrane) were searched in August 2021. The search strategy consisted of three main concepts of "serious game", "cognitive deficits", and "cognitive rehabilitation". The inclusion criteria were (1) journal articles, (2) English language, (3) being published in the last 10 years, (4) human participants, and (5) game-based intervention. In the 30 included studies, 22 unique games were utilized for attention rehabilitation. Lumosity (20%), Brain Age (Dr. Kawashima's Brain Training) (10%), and MoHRS (6.66%) were the most common games among the studies. There were (57%) casual, (23%) action, (10%) simulation, and (10%) multiple genres. Of the 47 tools used in the studies, 5 utilized cross-modal oddball attention tasks, 4 utilized game performance, 3 utilized the paced auditory serial additional test (PASAT), and the rest employed other tools. A total of 73 outcome measures were related to attention, 42 measures did not have significant results, 30 were significantly improved, 1 was significantly deteriorated, and 4 articles did not have any specific measures for attention evaluation. Thus, the results revealed the positive effect of serious games on attention. However, issues such as absence of scientific teams, the variety of the disorders that cause defects, the variety of criteria, differences in measurements, lack of long-term follow-up, insufficient RCT studies, and small sample sizes should be considered when designing, developing, and using game-based systems to prevent bias.
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