Citation sources

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2025
Can gamification improve children’s performance in mental rotation?
Journal of Experimental Child Psychology
2025
Communications in Computer and Information Science
2025
Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality
Computers in Human Behavior
2024
Real-time cognitive performance metrics derived from a digital therapeutic for inattention predict ADHD-related clinical outcomes: Replication across three independent trials of AKL-T01
Translational Psychiatry
2024
Proceedings of the CHI Conference on Human Factors in Computing Systems
2024
The value of error-correcting responses for cognitive assessment in games
Scientific Reports
2024
Experimental Study of Working Memory and Attention of Adolescents with Varying Degrees of Internet Involvement during the COVID-19 Pandemic
Experimental Psychology (Russia)
2024
Measuring the Reliability of a Gamified Stroop Task: Quantitative Experiment
JMIR Serious Games
2024
A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study
JMIR Serious Games
2023
Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis
JMIR Serious Games
2023
The added value of game elements: better training performance but comparable learning gains
Educational technology research and development
2023
Change in brain asymmetry reflects level of acute alcohol intoxication and impacts on inhibitory control
Scientific Reports
2023
A proof-of-concept study exploring the effects of impulsivity on a gamified version of the stop-signal task in children
Frontiers in Psychology
2023
Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience
Frontiers in Psychology
2023
Impact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks
Computers in Human Behavior
2023
FISHERMAN: A Serious Game for Executive Function Assessment of Older Adults
Assessment
2023
Measuring Cognitive Abilities in the Wild: Validating a Population‐Scale Game‐Based Cognitive Assessment
Cognitive Science
2023
Lecture Notes in Computer Science
2022
Roadmapping Extended Reality
2022
Digital Technologies and their Impact on the Social and Psychological Characteristics of Adolecsents
Experimental Psychology (Russia)
2022
Virtual reality stimulation and organizational neuroscience for the assessment of empathy
Frontiers in Psychology
2022
Impact of Visual Game-Like Features on Cognitive Performance in a Virtual Reality Working Memory Task: Within-Subjects Experiment
JMIR Serious Games
2022
Developments in scalable strategies for detecting early markers of cognitive decline
Translational Psychiatry
2022
Lecture Notes in Computer Science
2022
Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal
Entertainment Computing
2022
The ‘Go’s and the ‘No-Go’s of response-inhibition training to food: lessons learned from trials
Current Opinion in Behavioral Sciences
2022
The Future of Recruitment
2021
Antecedents to Learners’ Satisfaction with Serious Games: An Investigation Using Partial Least Square
Advances in Science, Technology and Engineering Systems Journal
2021
A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
JMIR Serious Games
2021
Developing Digital Tools for Remote Clinical Research: How to Evaluate the Validity and Practicality of Active Assessments in Field Settings
Journal of Medical Internet Research
2021
The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic Review
JMIR Serious Games
2021
Brain training with the body in mind: Towards gamified approach-avoidance training using virtual reality
International Journal of Human-Computer Studies
2021
Measuring Higher-Order Cognitive Skills in Collective Interactions with Computer Game
Cultural-Historical Psychology
2021
Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity
JMIR Serious Games
2021
Detecting patterns of engagement in a digital cognitive skills training game
Computers & Education
2020
Intelligence, creativity, and ‘PLines’ computer game performance by middle school age students
Experimental Psychology (Russia)
2020
Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments
JMIR Serious Games
2020
Evidence Regarding Automatic Processing Computerized Tasks Designed For Health Interventions in Real-World Settings Among Adults: Systematic Scoping Review
Journal of Medical Internet Research
2020
Progress in Brain Research
2020
Analysis of statistical dependencies between intellectual characteristics and gaming ability, measured with the aid of a computer game
International Journal of Modeling, Simulation, and Scientific Computing
2020
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
2018
Potential of the computer game «Plines» as a tool for differentiating the cognitive abilities of schoolchildren
Journal of Modern Foreign Psychology
2018
A Mobile App Delivering a Gamified Battery of Cognitive Tests Designed for Repeated Play (OU Brainwave): App Design and Cohort Study
JMIR Serious Games
2017
Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques
Journal of Medical Internet Research
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