Literature DB >> 27815228

Trends on the application of serious games to neuropsychological evaluation: A scoping review.

Sonia Valladares-Rodríguez1, Roberto Pérez-Rodríguez2, Luis Anido-Rifón2, Manuel Fernández-Iglesias2.   

Abstract

BACKGROUND: The dramatic technological advances witnessed in recent years have resulted in a great opportunity for changing the way neuropsychological evaluations may be performed in clinical practice. Particularly, serious games have been posed as the cornerstone of this still incipient paradigm-shift, as they have characteristics that make them especially advantageous in trying to overcome limitations associated with traditional pen-and-paper based neuropsychological tests: they can be easily administered and they can feature complex environments for the evaluation of neuropsychological constructs that are difficult to evaluate through traditional tests. The objective of this study was to conduct a scoping literature review in order to map rapidly the key concepts underpinning this research area during the last 25years on the use of serious games for neuropsychological evaluation.
METHODS: MEDLINE, PsycINFO, Scopus and IEEE Xplore databases were systematically searched. The main eligibility criteria were to select studies published in a peer-reviewed journal; written in English; published in the last 25years; focused on the human population, and classified in the neuropsychological field. Moreover, to avoid risk of bias, studies were selected by consensus of experts, focusing primarily in psychometric properties. Therefore, selected studies were analyzed in accordance with a set of dimensions of analysis commonly used for evaluating neuropsychological tests.
RESULTS: After applying the selected search strategy, 57 studies -including 54 serious games- met our selection criteria. The selected studies deal with visuospatial capabilities, memory, attention, executive functions, and complex neuropsychological constructs such as Mild Cognitive Impairment (MCI). Results show that the implementation of serious games for neuropsychological evaluation is tackled in several different ways in the selected studies, and that studies have so far been mainly exploratory, just aiming at testing the feasibility of the proposed approaches. DISCUSSION: It may be argued that the limited number of databases used might compromise this study. However, we think that the finally included sample is representative, in spite of how difficult is to achieve an optimum and maximum scope. Indeed, this review identifies other research issues related to the development of serious games beyond their reliability and validity. The main conclusion of this review is that there is a great interest in the research community in the use of serious games for neuropsychological evaluation. This scoping review is pertinent, in accordance with the increasing number of studies published in the last three years, they demonstrate its potential as a serious alternative to classic neuropsychological tests. Nevertheless, more research is needed in order to implement serious games that are reliable, valid, and ready to be used in the everyday clinical practice. Copyright Â
© 2016 Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Neuropsychological assessment; Scoping review; Serious games; Virtual reality

Mesh:

Year:  2016        PMID: 27815228     DOI: 10.1016/j.jbi.2016.10.019

Source DB:  PubMed          Journal:  J Biomed Inform        ISSN: 1532-0464            Impact factor:   6.317


  13 in total

1.  Detecting Mild Cognitive Impairment via Digital Biomarkers of Cognitive Performance Found in Klondike Solitaire: A Machine-Learning Study.

Authors:  Karsten Gielis; Marie-Elena Vanden Abeele; Katrien Verbert; Jos Tournoy; Maarten De Vos; Vero Vanden Abeele
Journal:  Digit Biomark       Date:  2021-02-19

2.  Smart Aging Platform for Evaluating Cognitive Functions in Aging: A Comparison with the MoCA in a Normal Population.

Authors:  Sara Bottiroli; Cristina Tassorelli; Marialisa Lamonica; Chiara Zucchella; Elena Cavallini; Sara Bernini; Elena Sinforiani; Stefania Pazzi; Paolo Cristiani; Tomaso Vecchi; Daniela Tost; Giorgio Sandrini
Journal:  Front Aging Neurosci       Date:  2017-11-21       Impact factor: 5.750

3.  Design process and preliminary psychometric study of a video game to detect cognitive impairment in senior adults.

Authors:  Sonia Valladares-Rodriguez; Roberto Perez-Rodriguez; David Facal; Manuel J Fernandez-Iglesias; Luis Anido-Rifon; Marcos Mouriño-Garcia
Journal:  PeerJ       Date:  2017-06-30       Impact factor: 2.984

4.  The Use of a Virtual Reality Platform for the Assessment of the Memory Decline and the Hippocampal Neural Injury in Subjects with Mild Cognitive Impairment: The Validity of Smart Aging Serious Game (SASG).

Authors:  Monia Cabinio; Federica Rossetto; Sara Isernia; Francesca Lea Saibene; Monica Di Cesare; Francesca Borgnis; Stefania Pazzi; Tommaso Migliazza; Margherita Alberoni; Valeria Blasi; Francesca Baglio
Journal:  J Clin Med       Date:  2020-05-06       Impact factor: 4.241

5.  The Smart Aging Platform for Assessing Early Phases of Cognitive Impairment in Patients With Neurodegenerative Diseases.

Authors:  Sara Bottiroli; Sara Bernini; Elena Cavallini; Elena Sinforiani; Chiara Zucchella; Stefania Pazzi; Paolo Cristiani; Tomaso Vecchi; Daniela Tost; Giorgio Sandrini; Cristina Tassorelli
Journal:  Front Psychol       Date:  2021-03-15

Review 6.  Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD.

Authors:  Albert 'Skip' Rizzo; Russell Shilling
Journal:  Eur J Psychotraumatol       Date:  2017-01-16

7.  Development of a video-simulation instrument for assessing cognition in older adults.

Authors:  Edward H Ip; Ryan Barnard; Sarah A Marshall; Lingyi Lu; Kaycee Sink; Valerie Wilson; Dana Chamberlain; Stephen R Rapp
Journal:  BMC Med Inform Decis Mak       Date:  2017-12-06       Impact factor: 2.796

8.  Episodix: a serious game to detect cognitive impairment in senior adults. A psychometric study.

Authors:  Manuel J Fernández-Iglesias; Luis Anido-Rifón; Roberto Pérez-Rodríguez; Sonia Valladares-Rodriguez; David Facal
Journal:  PeerJ       Date:  2018-09-05       Impact factor: 2.984

9.  Multidimensional Evaluation of Virtual Reality Paradigms in Clinical Neuropsychology: Application of the VR-Check Framework.

Authors:  Michael Gaebler; Carsten Finke; Angelika Thöne-Otto; Stephan Krohn; Johanne Tromp; Eva M Quinque; Julia Belger; Felix Klotzsche; Sophia Rekers; Paul Chojecki; Jeroen de Mooij; Mert Akbal; Cade McCall; Arno Villringer
Journal:  J Med Internet Res       Date:  2020-04-27       Impact factor: 5.428

10.  A Serious Game-Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial.

Authors:  Changbae Bang; Yelin Nam; Eun Jae Ko; Wooseong Lee; Byungjae Kim; Yejin Choi; Yu Rang Park
Journal:  JMIR Serious Games       Date:  2019-10-24       Impact factor: 4.143

View more

北京卡尤迪生物科技股份有限公司 © 2022-2023.