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Serious Game-based Intervention for Children with Developmental Disabilities
4 references·4 citing·39 second hop
Serious Game-based Intervention for Children with Developmental Disabilities (2019)Serious Game-based Intervention for Child…Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017)Serious Games for Mental Heal…ChillFish (2016)ChillFishDevelopment and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD (2015)Development and User Satisfac…Software survey: VOSviewer, a computer program for bibliometric mapping (2009)Software survey: VOSviewer, a…Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review (2024)Use of Serious Games in Inter…Sokoon (2023)SokoonSerious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders (2023)Serious Games in the new era …Improving adaptive and cognitive skills of children with an intellectual disability and/or autism spectrum disorder: Meta-analysis of randomised controlled trials on the effects of serious games (2022)Improving adaptive and cognit…A Theoretical Integration of User Satisfaction and Technology Acceptance (2005)Is working memory training effective? A meta-analytic review. (2012)Serious games in K-12 education (2017)Wechsler Intelligence Scale for Children (2018)Computer-assisted learning for improving ADHD individuals’ executive functions through gamified interventions: A review (2020)Impact of gamification elements on user satisfaction in health and fitness applications: A comprehensive approach based on the Kano model (2021)CiteSpace II: Detecting and visualizing emerging trends and transient patterns in scientific literature (2005)Visualizing Bibliometric Networks (2014)bibliometrix : An R-tool for comprehensive science mapping analysis (2017)How to conduct a bibliometric analysis: An overview and guidelines (2021)Rules of Play: Game Design Fundamentals (2003)Sleep in Children With Attention-Deficit/Hyperactivity Disorder: Meta-Analysis of Subjective and Objective Studies (2009)Chill-Out: Relaxation Training through Respiratory Biofeedback in a Mobile Casual Game (2014)Towards the improvement of ADHD children through augmented reality serious games: Preliminary results (2018)The Effects of Video Games in Memory and Attention (2020)Bias in meta-analysis detected by a simple, graphical test (1997)Measuring inconsistency in meta-analyses (2003)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)Serious Games and Gamification in Healthcare: A Meta-Review (2023)Trim and Fill: A Simple Funnel‐Plot–Based Method of Testing and Adjusting for Publication Bias in Meta‐Analysis (2000)The Effectiveness of Serious Games for Enhancing Literacy Skills in Children with Learning Disabilities or Difficulties: A Systematic Review (2023)The art of game design: a book of lenses (2009)From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010)A systematic review of gamification in e-Health (2017)Gamification in Inclusive Education for Children with Disabilities: Global Trends and Approaches - A Bibliometric Review (2023)Current Status and Future Directions in the Development of Digital Therapeutic Interventions for Neurodevelopmental Disorders (2025)The PHQ-9 (2001)Depression, chronic diseases, and decrements in health: results from the World Health Surveys (2007)From game design elements to gamefulness (2011)Science‐Based Mobile Apps for Reducing Anxiety: A Systematic Review and Meta‐Analysis (2024)PENguIN: A mental health application employing gamification and token economy to boost therapeutic adherence in young users (2025)Rayyan—a web and mobile app for systematic reviews (2016)ROBINS-I: a tool for assessing risk of bias in non-randomised studies of interventions (2016)RoB 2: a revised tool for assessing risk of bias in randomised trials (2019)Digital Pathways to Executive Function Skills (2026)Executive Functions and Emotional Regulation in Neurodevelopmental Disorders (2026)Multimodal Architectures for Paediatric Executive Function Assessment: A Systematic Literature Review (2026)
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References

  • 2009Software survey: VOSviewer, a computer program for bibliometric mapping21,418 cited
  • 2017Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis328 cited
  • 2015Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD128 cited
  • 2016ChillFish127 cited

Cited by

  • 2023Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders44 cited
  • 2022Improving adaptive and cognitive skills of children with an intellectual disability and/or autism spectrum disorder: Meta-analysis of randomised controlled trials on the effects of serious games43 cited
  • 2024Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review30 cited
  • 2023Sokoon9 cited

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