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Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide
16 references·2 citing·52 second hop
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide (2022)Developing Serious Video Games to Treat A…A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (2021)A Gamification Framework for …The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review (2020)The Effects of Casual Videoga…Hyperfocus: the forgotten frontier of attention (2019)Hyperfocus: the forgotten fro…Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review (2019)Does Video Gaming Have Impact…Videogames for Emotion Regulation: A Systematic Review (2018)Videogames for Emotion Regula…The Empirical Analysis of Non-problematic Video Gaming and Cognitive Skills: A Systematic Review (2018)The Empirical Analysis of Non…Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD (2015)Development and User Satisfac…The case for an ecological approach to cognitive training (2014)The case for an ecological ap…The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game (2013)The effectiveness of adaptive…The benefits of playing video games. (2013)The benefits of playing video…Training the brain: Fact and fad in cognitive and behavioral remediation (2012)Training the brain: Fact and …Video Game Structural Characteristics: A New Psychological Taxonomy (2009)Video Game Structural Charact…The effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…Game Design Workshop (2008)Game Design WorkshopSerious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…The role of deliberate practice in the acquisition of expert performance. (1993)The role of deliberate practi…Multimodal Architectures for Paediatric Executive Function Assessment: A Systematic Literature Review (2026)Multimodal Architectures for …Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review (2024)Use of Serious Games in Inter…Is working memory capacity task dependent? 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References

  • 1993The role of deliberate practice in the acquisition of expert performance.9,542 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2008Game Design Workshop1,098 cited
  • 2008The effects of video game playing on attention, memory, and executive control993 cited
  • 2009Video Game Structural Characteristics: A New Psychological Taxonomy396 cited
  • 2018Videogames for Emotion Regulation: A Systematic Review292 cited
  • 2012Training the brain: Fact and fad in cognitive and behavioral remediation267 cited
  • 2019Hyperfocus: the forgotten frontier of attention184 cited
  • 2014The case for an ecological approach to cognitive training145 cited
  • 2013The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game140 cited
  • 2020The Effects of Casual Videogames on Anxiety, Depression, Stress, and Low Mood: A Systematic Review132 cited
  • 2015Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD128 cited
  • 2019Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review104 cited
  • 2021A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study

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96 cited
  • 2018The Empirical Analysis of Non-problematic Video Gaming and Cognitive Skills: A Systematic Review95 cited
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    • 2024Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review30 cited
    • 2026Multimodal Architectures for Paediatric Executive Function Assessment: A Systematic Literature Review0 cited