| Literature DB >> 35256889 |
Leila Shahmoradi1, Fatemeh Mohammadian2, Meysam Rahmani Katigari1.
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.Entities:
Mesh:
Year: 2022 PMID: 35256889 PMCID: PMC8898139 DOI: 10.1155/2022/2017975
Source DB: PubMed Journal: Behav Neurol ISSN: 0953-4180 Impact factor: 3.342
Figure 1PRISMA flow diagram of the study selection process.
Figure 2Tendency of studies based on 10-year periods worldwide.
Figure 3The distribution of papers by their conducted countries.
Summary of the included studies.
| Num | Author. (year) | Journal | Country | Study design | Intervention (game) | Control group | Target group | Participants | Mean age | Session number, frequency, duration | Result |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Mercado et al. [ | Journal on Multimodal User Interfaces | Mexico | Non-RCT (quasi-experimental) | A BCI video game (FarmerKeeper) | Cartoons | Children with autism | 26 (IG = 13; CG = 13) | 8.0 ± 3.07 | 13 sessions, 15 min, 3 blocks around 4 min each | All measures of attention, sustained attention, and attentional control in all children show improvement |
| 2 | De Giglio et al. [ | Neurorehabilitation and Neural Repair | Italy | Pilot RCT | A home-based cognitive rehabilitation program (Dr. Kawashima's Brain Training) | Waitlist (usual care) | Multiple sclerosis | 35 (IG = 18; CG = 17) | 43.9 ± 8.4 | 40 sessions, 8 consecutive weeks, 30 min/d, 5 d/wk | Significant improvement in the effect of DKBT on ST, SDMT, and some MSQoL subscales was observed. Improvements were also observed in the cognitive subscales MFIS and PASAT, but this improvement was not significant |
| 3 | Montani et al. [ | Frontiers in Psychology | Italy | Uncontrolled before and after clinical trial | A new adaptive video game Labyrinth (“diamond task” and “snake task”) | — | Traumatic brain injury (TBI) | 20 | 20.8 ± 1.5 | 14 sessions, 40 min, 2 weeks | The results confirmed the strengthening of cognitive abilities by the game, especially the improvement of attentional control during the game |
| 4 | Ballesteros et al. [ | Frontiers in Aging Neuroscience | Spain | RCT | Nonaction video game training (Lumosity) | Usual care | Elderly | 28 (IG = 17; CG = 11) | 69.0 ± 5.53 | 20 sessions, 1 hour, 10–12 weeks | Processing speed, attention, and visual recognition memory as well as two dimensions of subjective well-being showed significant improvement |
| 5 | Boivin et al. [ | AIDS Research and Human Retroviruses | Ugandan+USA | RCT | Computerized cognitive rehabilitation training (Captain's Log) | Usual care | Children with HIV | 157 (CCRT = 51; limited CCRT = 52; CG = 54) | 8.9 ± 1.86 | 24 sessions, 1 hour, 3 days per week | The overall KABC-II mental processing index, knowledge, and planning improved significantly compared to passive controls. Significant improvements were seen in CogState Groton maze chasing, card detection, and learning in both CCRT arms. However, in other CogState memory or attention measures, TOVA, BRIEF, and CBCL were there any different in the arms |
| 6 | Franceschini et al. [ | Current Biology | Italy | Uncontrolled before and after clinical trial | Video games | — | Dyslexia | 20 | 9.83 ± 17.25 | 9 sessions, 80 min per day | The results showed that only action video games helped to increase children's reading speed, attention abilities, and skills |
| 7 | Guimaraes et al. [ | Journal of Physical Education and Sport | Brazil | RCT | Active video game-based (AVG) physical activity program | Aerobic exercise program | Elderly | 27 (IG = 13; CG = 14) | 60.4 ± 3.8 | 36 sessions, 3 times a week, 12 weeks | In the AVG group, only executive function and delayed memory improved, and in the aerobic group, visual attention, executive function, delayed memory, short-term memory, and overall cognition improved. However, we did not find significant differences between groups in the performance of cognitive tests. This suggests that the benefits of AVG exercise may be similar to those of regular aerobic exercise |
| 8 | Alqithami et al. [ | Healthcare | Saudi Arabia | Single-subject design (non RCT) | Augmented reality game (AR-Therapist) | — | ADHD | 1 | — | Depend on child performance and his engagement level, 10 trials of 1 minute each | The patient performs better in selecting a predetermined object, which indicates a positive performance index |
| 9 | Boletsis et al. [ | International Journal of Serious Games | Norway | Uncontrolled clinical trial | Augmented reality cube game (CogARC system) | — | Dementia | 5 | 67.6 ± 5.77 | To complete two levels of each minigame approximately 25–30 minutes in total | The iGEQ test showed improvement in positive effect, immersion, and challenge. However, some values indicate specific problems in several small games. Also, the usability score by the SUS test in CogARC was higher |
| 10 | Nouchi et al. [ | PloS One | Japan | RCT | A popular brain training game (Brain Age) | A popular puzzle game (Tetris) | Elderly | 32 (IG = 16; CG = 16) | 69.08 ± 2.44 | 20 sessions, 15 minutes per day, 5 days per week, 4 weeks | The results showed that in all measures of executive function, TMT-B, and two measures of processing speed, the intervention game had a better result than the Tetris game as control. However, there is no significant difference between the effect of Brain Age and Tetris in measuring global cognitive status and all attention measures |
| 11 | Ballesteros et al. [ | Frontiers in Aging Neuroscience | Spain | RCT | 20 nonaction video games (Lumosity) | Usual care | Elderly | 40 (IG = 20; CG = 20) | 69.0 ± 5.53 | 20 sessions, 1 hour, 10–12 weeks | Attention, processing speed, immediate, delayed visual recognition memory, and the two dimensions of the well-being scale (affection and assertiveness) showed significant improvement |
| 12 | Vakili et al. [ | Cogent Psychology | Australia | RCT | Action video game (Medal of Honor: Rising Sun (MoHRS)) | Waitlist (usual care) | Traumatic brain injury (TBI) | 26 (IG = 15; CG = 11) | 28.57 ± 8.10 | 8 sessions, 2 hours, 8 weeks | The intervention resulted in a significant improvement in game performance and an effect of lag in both groups showed by the attentional blink task. The detection of the second target at all-time lags showed great progress for the intervention group. Also, the attention training group showed a significant improvement in map search (2 min), but this improvement was not significant in the other two TEA methods. In contrast, a significant decrease was observed in the TAU group. No improvement was observed in the BRIEF-A (executive performance) or GSES (self-efficacy) scales |
| 13 | Gamito et al. [ | Disability and Rehabilitation | Portugal | RCT | A virtual reality-based serious game application | Waitlist (usual care) | Stroke | 20 (IG = 10; CG = 10) | 55.0 ± 13.5 | 8-18 sessions, 2-3 sessions per week, 1 hour, 4–6 weeks | Unlike the control group, in the intervention group, a significant improvement in patients' WMS scores and efficiency was observed. Significant interaction was also seen on work efficiency of sustained attention |
| 14 | Giordani et al. [ | Global Mental Health | Uganda | Uncontrolled before and after clinical trial | A computer-based training platform (Brain Powered Games (BPG) package) | — | At-risk African children | 33 | 8.55 ± 2.29 | 24 sessions, 45 min, 3 days per week, 2 months | Attention measurements (TOVA omissions), processing speed (TOVA response time), basic visuomotor tracking speed (GMLT chase test), and problem solving (GMLT learning test) were significantly improved. In contrast, TOVA percent commission errors and KABC-II nonverbal index composite score did not significantly improve as a result of BPG training |
| 15 | Mainetti et al. [ | Technology and Health Care | Italy | A case series (non-RCT) | A set of designed games (Duckneglect) | — | Neglect disorder | 1 | — | 20 sessions, 30 minutes, 5 days a week, 1 month | Peripersonal neglect on the line bisection task, MMSE, and the attentional matrices showed a significant improvement. Despite the improvement in postsession test performance, this improvement was not stable until the end of the rehabilitation period and a five-month follow-up showed that the patient remained stable |
| 16 | Chen et al. [ | Turkish Online Journal of Educational Technology (TOJET) | Taiwan+Canada | Non-RCT | Somatosensory video game trainings (three games) | Usual care | Elderly | 35 (IG: 4 weeks = 8; IG: 8 weeks = 10; CG: 4 weeks = 8; CG: 4 weeks = 9) | 79.09 ± 6.61 | 12-24 sessions, 30 min, 3 times per week, 4 and 8 weeks | In most participants, after 8 weeks of follow-up, selective attention in immediate effect, carry-forward effects, and overall effect improved significantly and did not show rapid improvement overall. In the end, they concluded that the use of somatosensory video games to promote the selective attention of the elderly with disabilities is a good approach |
| 17 | Ballesteros et al. [ | Frontiers in Aging Neuroscience | Spain | RCT | Nonaction video games from Lumosity | An active control group with simulation strategy games | Elderly | 55 (IG = 30; CG = 25) | 65.46 ± 5.07 | 16 session, 40–50 min, 10–12 weeks | Contrary to the measurement of selective attention and working memory, a significant improvement was seen in the performance of participants in the training sessions |
| 18 | Robert et al. [ | Journal of Medical Internet Research | France | RCT | MeMo (Memory Motivation) web application | Usual care | Neurocognitive disorders | 46 (IG = 25; CG = 21) | 79.4 ± 6.8 | 48 session, 30 min, 4 per week, 12 and 24 weeks | Attention tests (trial making test A and correct digit symbol substitution test items), and the apathy inventory (AI) showed significant differences between MeMo and nonactive MeMo groups |
| 19 | Sharma et al. [ | Disability and rehabilitation | Canada | A case series (non-RCT) | The cognitive training program (brain HQTM) | — | Moderate-severe brain injury | 10 | 43.7 ± 16.14 | 60 sessions, 60 min, 5 days per week, 12 weeks | Patients' adherence to the intervention was moderate, and there was 70% patient retention |
| 20 | Yoshida et al. [ | Neurorehabilitation | Japan | Pilot RCT | Two types of video game tasks: a flow task and a control task | Usual care | Traumatic brain injury (TBI) | 20 | 41.7 ± 9.37 | 40 sessions, 20 min, 2 in a day, 4 weeks | — |
| 21 | Zickefoose et al. [ | Brain injury | USA | Single-subject design (non-RCT) | Attention process Training-3 (APT-3) and Lumosity brain games (Birdwatching, Monster Garden, Playing Koi, Rotation Matrix, and Top Chimp) | — | Traumatic brain injury (TBI) | 4 | 42.75 ± 7.80 | 20 sessions, 30 min, 1 month | Although participants made significant progress in both interventions, there was a limited generalization |
| 22 | Macoun et al. [ | Journal of Autism and Developmental Disorders | Canada | Non-RCT | A game-based cognitive training program (Caribbean Quest) | Waitlist (usual care) | Children with autism | 20 (IG = 11; CG = 9) | 8.64 ± 1.74 | 24 sessions, 30 min, approximately 3 times per week, 8–10 weeks | Executive function or attention performance measures: the error rate in the intervention group was significantly lower compared to the control group. For KiTAP “owls” (divided attention) or “ghost ball” (sustained attention) tasks and WISC-IV spatial span or digit span tasks, no differences were observed compared to before the intervention. There was a significant difference in errors between the intervention and control groups in the visual-spatial WM task of “colored boxes.” |
| 23 | Mayas et al. [ | PLOS One | Spain+Australia | RCT | 10 video games selected from Lumosity | Discussion meetings about general topics related to aging | Elderly | 27 (IG = 15; CG = 12) | 68.6 ± 5.45 | 20 sessions, 1 hour, 10–12 weeks | Significant increase in alertness and decrease in distraction were observed in the experimental group, but no change was observed in the control group |
| 24 | Yu et al. [ | International Journal of Environmental Research and Public Health | China | RCT | Brainastic computerized cognitive training (CCT) | Video watching on history, art, literature, and science+physical exercise | Elderly | 232 (IG1: multidomain CCT + PE = 117; IG2: two-domain CCT + PE = 116; video watching+PE = 114) | 64.2 ± 6.4 | IG1, IG2: 24 sessions, 1 hour PE + 30 min Brainastic CCT session | The improvement in frailty status, learning ability, and verbal memory ability was quite visible in the participants in the intervention groups (multi-/two-domain CCT+PE) compared to the control participants. Multidomain CCT did not perform better in improving frailty status or cognitive function than two-domain CCT |
| 25 | Fordell et al. [ | Topics in stroke rehabilitation | Sweden | Uncontrolled before and after clinical trial | Multisensory stimulation in virtual reality (RehAtt) | — | Chronic neglect after stroke | 15 | 72.8 ± 5.7 | 15 sessions, 1 hour, 3 times per week, 5 weeks | Improvement due to training was seen in the baking tray task, star cancellation test, and extinction test. Fewer missed goals in Posner's task were improved. CBS continued to show improvements in daily activities, both immediately after training and after 6 months of follow-up |
| 26 | Straudi et al. [ | BMC neurology | Italy | Exploratory, pilot RCT | Preselected games (Kinect Adventures and Kinect Sports) | A balance platform therapy (BPT) by Biodex Medical Systems | Traumatic brain injury (TBI) | 21 (IG:VGT = 11; CG:BPT = 8) | 36.0 ± 12.0 | 18 sessions, 1 hour, 3 per week, 6 weeks | CB&M scores improved in both groups, but only UBS and TUG increased in the VGT group. Also, in the VGT group, selective attention was significantly improved |
| 27 | Janssen et al. [ | Journal of Clinical and Experimental Neuropsychology | USA | Pilot RCT | Hybrid-variable priority training (HVT) program (Space Fortress game) | Waitlist | Multiple sclerosis | 28 (IG = 14; CG = 14) | 47.18 ± 7.6 | 20 sessions, 1 hour (part task training: 10 sessions, variable priority training: 10 sessions) | Except for the WTAR test, other tests (BDI-II, PASAT, SDMT, SRT, LTS, CLTR, and WLG) did not show significant improvement in the intervention group. There was evidence in improving skill acquisition and feasibility of the intervention, but there was no evidence of widespread transfer to cognitive function tasks. However, an improvement in spatial short-term memory was seen in participants. Also, attention and executive function did not show significant improvement, and verbal memory showed a higher rate in the control group. The visual memory in the intervention group showed a significant improvement. No significant change was seen in the transition to long-term spatial memory measurements by the 10/36 spatial recall delay version. Also, no significant results were observed for higher-order functions, which are measured by the demand for verbal fluency of the word list generation task |
| 28 | Belchior et al. [ | Computers in Human Behaviour | Canada+USA | RCT | Medal of Honor: Rising Sun (MoHRS) | A placebo control arcade game (Tetris), useful field of view (UFOV) training program, a usual care control group | Elderly | 58 (IG: MOH = 14; CG:Tetris = 16; CG:UFOV = 15; CG:no contact = 13) | 74.7 ± 6.4 | 6 sessions, 90 min, 2–3 weeks | Significant improvement was seen in UFOV compared to game groups. On the other hand, a significant improvement was observed in all three intervention groups compared to the noncontact control group. Also, contrary to the findings observed in the younger adults, there was no difference between the two game states |
| 29 | Muneer et al. [ | Disability, CBR, and inclusive development | India | Uncontrolled before and after clinical trial pilot | Virtual reality-based games: Carnival games, Kinect Adventures | — | Children with developmental disabilities | 5 | 5.2 ± 1.09 | 4-6 sessions, 20-30 min, 1 month | Significant improvements in specific motor skills and cognitive, social, and emotional skills were seen in children. No withdrawal of children was performed in any of the skills from different areas |
| 30 | Castro-Rojas [ | Gerontechnology | Denmark | Uncontrolled before and after clinical trial | A web-based game application (Lumosity) | — | Elderly | 51 | 67.10 ± 5.40 | 3 sessions, 2.5 hours, 6 weeks | The performance of online cognitive games in participants was improved by participants with repetitive practices. Unlike factors such as age, education, and a positive attitude towards technology, the significant effect of the number of game times on performance improvement was statistically quite clear |
ADHD: attention-deficit hyperactivity disorder; HIV: human immunodeficiency virus; RCT: randomized controlled trial; BCI: brain-computer interfaces.
Figure 4Genres and subgenres of games according to the platform. AR: augmented reality; VR: virtual reality.
Characteristics of the games used in the included articles.
| Game | Genre | Developer | Released date | Platform | Language | Description | Paper number |
|---|---|---|---|---|---|---|---|
| FarmerKeeper | Action (platformers) | Mercado et al. | 2018 | PC based | English | The game story unfolds on a farm. The goal of the game is to maintain children's attention above a threshold to control a runner who is seeking for lost farm animals to take them back to their pens | 1 |
| Brain Age (Dr. Kawashima's Brain Training) | Casual (puzzle) | Commercial (Nintendo) | 2020 | Wii U, Nintendo DS | Italian | Puzzles and minigames to strengthen the player's memory and concentration skills | 2, 10, 16 |
| Labyrinth | Casual (board game) | Montani et al. | 2014 | PC based | English | A little man moves along a maze to reach a goal. The game character is controlled by the gamer through a joystick | 3 |
| Lumosity | Casual (puzzle) | Commercial (Lomus Lab) | 2021 | Web based | English, Spanish, German, French | These video games include 50 games, 10 of which are specifically related to attention (Assist Ants, Feel the Beat, Skyrise, Eagle Eye, Playing Koi, Trouble Brewing, Train of Thought, Lost in Migration, Star Search) | 4, 11, 17, 21, 23, 30 |
| Captain's Log | Action (platformers) | Sandford et al. | 1988 | PC based | English | BrainTrain's software products are designed for decision support, education, research, and maintaining a healthy lifestyle purpose | 5 |
| Rayman Raving Rabbids | Action role-playing game (RPG) | Commercial (Ubisoft) | 2006 | Wii, PlayStation 2, Microsoft Windows, Xbox 360 | English | The game features two different modes of play—“story mode” and “score mode.” In the story mode, the game follows fifteen days of Rayman's imprisonment by the Rabbids. Each day, Rayman must complete at least three trials, followed by one special “boss trial,” such as a first-person rail shooter using plungers or a racing game in which the player controls a warthog and uses a flyswatter as a riding crop. Minigames fall into one of four categories: Bunny Hunt, Sports, Challenges, and “Shake your Booty!” dancing | 6 |
| Kinect Sports Ultimate Collection: athletics, bowling, boxing, skiing, soccer, tennis, and table tennis and minigames | Simulation (sport) | Commercial (Rare) | 2010 | Xbox 360 Kinect | English | Includes 13 sports: basketball, soccer, American football, bowling, beach volleyball, table tennis, boxing, golf, tennis, skiing, darts, and baseball | 7 |
| AR-Therapist | Simulation (sport) | Alqithami et al. | 2019 | Microsoft HoloLens emulator | English | A simulated augmented reality environment using a simple game | 8 |
| CogARC system | Casual (puzzle, word game) | Boletsis et al. | 2016 | AR on a tablet PC | English | CogARC is a serious game for cognitive training and screening, utilizing an interaction technique based on augmented reality (AR) and the manipulation of tangible, physical objects (cubes). The game is a collection of cognitive minigames of preventative nature | 9 |
| Medal of Honor: Rising Sun (MoHRS) | Action (first-person shooters) | Commercial (EA Games) | 2003 | GameCube, PlayStation 2, Xbox | English | Rising Sun is set in World War II during the Pacific War | 12, 28 |
| A virtual reality-based serious game application | Simulation (process) | Gamito et al. | 2015 | VR on PC | English | Comprised several daily life activities that were devised to train cognitive functions such as buying several items, finding the way to the minimarket, finding a virtual character dressed in yellow, and recognition of outdoor advertisements) | 13 |
| Brain Powered Games (BPG) package | Casual (puzzle, word game) | Giordani et al. | 2015 | PC and smartphone with multiple platforms | English | A computer-based training platform | 14 |
| Duckneglect | Casual (puzzle, word game) | Mainetti et al. | 2013 | PC based | English | A set of specifically designed games that is based on three key elements: games to guide rehabilitation, hands-free motion tracking, and the display of mirror images | 15 |
| MeMo (Memory Motivation) web app | Action (platform) | Scientific group (CoBTeK research team in the Nice Memory Center at the Institute Claude Pompidou) | 2015 | Web based, mobile application | French, English, Italian | MeMo is divided into two parts. The first part involves memory, which includes the following three activities: “recognition” for visual memory training, “MeMo quiz” for working memory training, and “faces” for associative memory training. The second part involves mental flexibility/attention, which includes the following three activities: “Arrows” for processing speed, inhibitory control, and mental flexibility training; “Tricky Cards” for working memory training; and “Jumping Squares” for reaction anticipation and inhibitory control training | 18 |
| BrainHQ | Casual (puzzle, word game) | Scientific group & commercial (Posit Science) | 2017 | Web based, mobile application | Multiple languages: English, German, Japanese, etc. | BrainHQ is comprised of 29 exercises, which target six areas of cognition: memory, attention, speed, people skills, navigation, and intelligence | 19 |
| A video game task | Casual (puzzle, word game) | Yoshida et al. | 2014 | PC based | English | Two types of video game tasks for attentional training; one is a flow task and the other a control task. The task includes Square, Click Number, and Tower | 20 |
| Caribbean Quest (CQ) | Multiple genre: Scuba: platformers, Pirate Deli: simulation (cooking), Submarine: casual (puzzle), Wave: action (platformers), Squidditch: casual (puzzle)) | Scientific group (University of Victoria, funded as a special project by Kids Brain Health Network (NCE) | 2012 | PC based | English | The CQ consists of five hierarchically structured, self-adjusting minigames that train WM, inhibitory control, selective attention, and sustained attention | 22 |
| Brainastic | Casual (puzzle) | Commercial (Mindvivid Limited) | 2016 | Mobile phones | Chinese | Brainastic is an online application for cognitive training through video games and is performed on a tablet with each game targeting one of the five domains including 17 minigames (Forest of Memory, Catch the Star, Colored Light Bulbs, Master of Oriental Stitch, Conveyor Belt, Spot the Difference, Film Collector, Honey Haunters, Conquer the Ice, From Small to Big, Switch and Match, Piet Mondrian Mansion, Color or Shape, Save the Daruma, Pairing Detective, Fixing Pixels, Dance in the Rain | 24 |
| RehAtt™ | Casual (puzzle) | Fordell et al. | 2016 | VR on PC based | English | The hardware creates a virtual 3D world. The robotic pen gives a guiding force feedback and a realistic touch sensation through vibrotactile feedback. The subject can see the robotic pen as a stick coming out of the screen. 3D objects can be moved, rotated, and manipulated, giving a sense of depth | 25 |
| Video game therapy: “Kinect Adventures” and “Kinect Sports” | Multiple: simulation (sport, adventure, action, Exergaming) | Commercial (Microsoft Game Studios+Rare) | 2010 | Xbox 360 Kinect | English | Preselected games were chosen from “Kinect Adventures” and “Kinect Sports” that encompassed a wide range of motor activities in a standing position | 26 |
| Space Fortress game | Action (shooter) | Emanuel Donchin (Daniel Gopher's laboratory) | 1984 | BBC Micro (PC) | English | The player, using a joystick, navigates their spaceship in a frictionless environment, shooting missiles at the Space Fortress to destroy it, while simultaneously monitoring and collecting bonus points that appear at the bottom of the screen and constantly dealing with diamond-shaped foe or friend mines that appear on the screen | 27 |
| Virtual reality-based games: (a) Carnival Games: Monkey see Monkey do and (b) Kinect Adventures | (a) Multiple: action, role-playing game (RPG), and party | Commercial ((a) Cat Daddy Games and (b) Microsoft Game Studios) | (a) 2011 | VR on Xbox 360 Kinect | English | (a) Carnival Games: Wheel of Fortune, Strength Test, Court King, Granny Fling, Alley Ball, Ring Fling, Knockout Punch, Pig Race, Funnel Game, Crash Test Dummies, and Monkey see Monkey do | 29 |
Attention measures and results.
| Num | Assessment tools | Attention subdomain | Index | Result | Ref | |
|---|---|---|---|---|---|---|
| 1 | EEG data | General | Level of attention (% of time with an attention) | Sig improved | [ | |
| EEG data | Number of changes between threshold (∗a lower number of changes is better) | Sig improved | ||||
| EEG data | Length of attention block (seconds) | No sig | ||||
| ADHD-T questionnaire | General | Distracted frequency(∗a lower number is better) | Sig improved | |||
| CRSD-ant test questionnaire | Sustained attention | Average score of sustained attention | Sig improved | |||
| 2 | Stroop test (ST) | Sustained attention | Mean (SD) score | Sig improved | [ | |
| Paced auditory serial additional test (PASAT) | Sustained attention | Mean (SD) score | No sig | |||
| Symbol Digit Modalities Test (SDMT) | Sustained attention | Mean (SD) score | Sig improved | |||
| 3 | Game performance | General | Task difficulty level | Sig improved | [ | |
| Game performance | General | Time limit | Sig improved | |||
| Game dual task performance | Divided attention | Diamond time (DT) | Sig improved | |||
| Game task switching performance | Alternating attention | Diamond time (DT) | Sig improved | |||
| 4 | Cross-modal oddball attention task | Visual, spatial, focused, divided, selective, and transient attention | Distraction score | Post | Sig improved | [ |
| 3-month follow-up | No sig | |||||
| Alertness score | Post | Sig improved | ||||
| 3-month follow-up | No sig | |||||
| 5 | The test of variables of attention (TOVA) | Sustained attention | Score | No sig | [ | |
| CogState | General | Simple reaction time: playing card turning | No sig | |||
| CogState | General | Choice reaction time: red playing card turning log msec | No sig | |||
| CogState | General | Maze chase correct moves per second | Sig deteriorated | |||
| 6 | Focused spatial attention task | Focused attention | Mean accuracy (SD) | Sig improved | [ | |
| Distributed spatial attention task | Divided attention | Mean accuracy (SD) | Sig improved | |||
| Cross-modal oddball attention task | Visual, spatial, focused, divided, selective, and transient attention | First cue-target interval RT (ms) | No sig | |||
| Second cue-target interval RT (ms) | No sig | |||||
| First cue-target interval accuracy | No sig | |||||
| Second cue-target interval accuracy | No sig | |||||
| 7 | Identification test | Visual attention | Accuracy | No sig | [ | |
| Speed perf. (ms) | No sig | |||||
| 8 | Game performance | General | Correct tries, number of omission errors, number of commission errors, number of uncompleted tries, correct response times, try time, engagement factor, inattention factor, impulsivity factor, error factor, and correct response factor | Sig improved | [ | |
| 9 | — | — | — | — | [ | |
| 10 | Digit cancellation task (D-CAT) | General | Mean (SD) score | No sig | [ | |
| Digit Span Forward (DS-F) | General | Mean (SD) score | No sig | |||
| Digit Span Backward (DS-B) | General | Mean (SD) score | No sig | |||
| 11 | Cross-modal oddball attention task | Auditory, visual, focused, selective, divided, and transient attention | Distraction (mean (SD) score) | Sig improved | [ | |
| Alertness (mean (SD) score) | Sig improved | |||||
| 12 | The test of everyday attention (TEA) | Visual, selective attention | Map search | Sig improved | [ | |
| Visual, selective attention | Telephone search | No sig | ||||
| Alternating attention | Visual elevator (number correct) | Sig improved | ||||
| Sustained attention | Elevator counting | No sig | ||||
| Sustained attention | Telephone search (dual task decrement) | No sig | ||||
| Auditory, focused attention | Elevator counting with distraction | Sig improved | ||||
| Auditory, alternating attention | Elevator counting with reversal | No sig | ||||
| Attentional blink | Visual, selective, focused, alternating, transient attention | Score | No sig | |||
| 13 | Toulouse-Pieron test (TPT) | Sustained attention | Score | Sig improved | [ | |
| 14 | The test of variables of attention (TOVA) | Sustained attention | Percent omission errors, percent commission errors, response time (ms), response time variability (ms) | Sig improved | [ | |
| 15 | Attentional matrices | Visual, auditory, focused attention | Score | Sig improved | [ | |
| 16 | Vienna Test System (COG-S9) | Selective attention | Score | — | [ | |
| Game performance | General | Sum reactions, percentage incorrect reaction, sum correct reaction, sum incorrect reaction, mean time correct reactions, mean time incorrect reactions, sum hits, sum correct rejections | Sig improved | |||
| 17 | Cross-modal oddball attention task | Selective attention (distraction & alertness) | Mean differences in reaction time | No sig | [ | |
| Stroop test (ST) | Effortful inhibitory control | Mean reaction time | No sig | |||
| Negative priming task | Automatic passive inhibition | Mean reaction time | No sig | |||
| 18 | Trail making test (TMT) | General | Mean (SD) score | No sig | [ | |
| Digit symbol substitution test | General | Mean (SD) score | No sig | |||
| 19 | — | — | — | — | [ | |
| 20 | Symbol Digit Modalities Test (SDMT) | General | Mean (SD) score | No sig | [ | |
| Trail making test (TMT) | General | Mean (SD) score | No sig | |||
| Paced auditory serial additional test (PASAT) | General | Mean (SD) score | No sig | |||
| Continuous Performance Test X task (CPT-X) | General | Mean (SD) score | No sig | |||
| Moss Attention Rating Scale (MARS) | General | Mean (SD) score | No sig | |||
| 21 | Test of everyday attention (TEA) | Visual, selective attention | Map search | No sig | [ | |
| Visual, selective attention | Telephone search | No sig | ||||
| Alternating attention | Visual elevator (number correct) | No sig | ||||
| Sustained attention | Elevator counting | No sig | ||||
| Sustained attention | Telephone search (dual task decrement) | No sig | ||||
| Auditory, focused attention | Elevator counting with distraction | No sig | ||||
| Auditory, alternating attention | Elevator counting with reversal | No sig | ||||
| 22 | Test of attentional performance Children's version (KiTAP): game performance | Ghost's ball: sustained attention | Mean difference in errors | No sig | [ | |
| Sad/happy ghost: selective attention | Mean difference in errors | Sig improved | ||||
| Owls: divided attention | Mean difference in errors | No sig | ||||
| 23 | Cross-modal oddball attention task | Auditory, visual, focused, selective, divided, and transient attention | Mean differences in reaction time | Sig improved | [ | |
| 24 | — | — | — | — | [ | |
| 25 | Neglect tests (VR-test battery) | Visual spatial attention | Mean score | Sig improved | [ | |
| 26 | Go/Nogo task | Selective visual attention | Mean (SD) score | Sig improved | [ | |
| 27 | Paced auditory serial additional test (PASAT) | General | Mean (SD) score | No sig | [ | |
| Symbol Digit Modalities Test (SDMT) | General | Mean (SD) score | No sig | |||
| 28 | Speed subtask | Visual divided, selective attention | Mean (SD) score | Sig improved | [ | |
| 29 | — | — | — | — | [ | |
| 30 | Game performance (Lumosity Performance Index (LPI)) | General | Mean (SD) score | Sig improved | [ | |
EEG: electroencephalogram; Sig improved: significantly improved; No sig: no significant change; Sig deteriorated: significantly deteriorated.