Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review
Computerized Cognitive Training (CCT) programs have been widely used in the past decades, offering an alternative solution in enhancing cognitive functionalities, especially Working Memory (WM). CCT supports users to overcome the monotonous context of training by utilizing specific game elements (GE...
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MDPI AG
2022-09-01
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Series: | Applied Sciences |
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Online Access: | https://www.mdpi.com/2076-3417/12/19/9785 |
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author | Agisilaos Chaldogeridis Thrasyvoulos Tsiatsos |
author_facet | Agisilaos Chaldogeridis Thrasyvoulos Tsiatsos |
author_sort | Agisilaos Chaldogeridis |
collection | DOAJ |
description | Computerized Cognitive Training (CCT) programs have been widely used in the past decades, offering an alternative solution in enhancing cognitive functionalities, especially Working Memory (WM). CCT supports users to overcome the monotonous context of training by utilizing specific game elements (GE). Several previous studies focused on the efficacy of CCT, but only a few examined their potential in increasing motivation and adherence. This study aimed to (a) conduct a state-of-the-art systematic literature review to identify the most commonly used GEs in WM training and assessment; and to (b) investigate how they are utilized in regard to the audiences that are being applied. In total, seven online databases were searched using keywords related to WM and CCT, targeting studies from 2015 until early 2022. The systematic review identified 44 studies which were eligible for inclusion. The results report that the most widely used GEs are conflict (88.63%), feedback (84.9%), difficulty adjustment (73%), action points and levels (70.45%). On the other hand, GEs associated with competition and cooperation are not preferred except in very few cases. In conclusion, there is common ground in the use of GEs for WM training, but there is a need for further research to compare the GEs between them. |
first_indexed | 2024-03-09T22:04:04Z |
format | Article |
id | doaj.art-f18f820f345c42ac8bf0bf4c4f66ba99 |
institution | Directory Open Access Journal |
issn | 2076-3417 |
language | English |
last_indexed | 2024-03-09T22:04:04Z |
publishDate | 2022-09-01 |
publisher | MDPI AG |
record_format | Article |
series | Applied Sciences |
spelling | doaj.art-f18f820f345c42ac8bf0bf4c4f66ba992023-11-23T19:45:39ZengMDPI AGApplied Sciences2076-34172022-09-011219978510.3390/app12199785Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature ReviewAgisilaos Chaldogeridis0Thrasyvoulos Tsiatsos1Informatics Department, Aristotle University of Thessaloniki, 54124 Thessaloniki, GreeceInformatics Department, Aristotle University of Thessaloniki, 54124 Thessaloniki, GreeceComputerized Cognitive Training (CCT) programs have been widely used in the past decades, offering an alternative solution in enhancing cognitive functionalities, especially Working Memory (WM). CCT supports users to overcome the monotonous context of training by utilizing specific game elements (GE). Several previous studies focused on the efficacy of CCT, but only a few examined their potential in increasing motivation and adherence. This study aimed to (a) conduct a state-of-the-art systematic literature review to identify the most commonly used GEs in WM training and assessment; and to (b) investigate how they are utilized in regard to the audiences that are being applied. In total, seven online databases were searched using keywords related to WM and CCT, targeting studies from 2015 until early 2022. The systematic review identified 44 studies which were eligible for inclusion. The results report that the most widely used GEs are conflict (88.63%), feedback (84.9%), difficulty adjustment (73%), action points and levels (70.45%). On the other hand, GEs associated with competition and cooperation are not preferred except in very few cases. In conclusion, there is common ground in the use of GEs for WM training, but there is a need for further research to compare the GEs between them.https://www.mdpi.com/2076-3417/12/19/9785computerized cognitive trainingworking memorygamificationgame elements |
spellingShingle | Agisilaos Chaldogeridis Thrasyvoulos Tsiatsos Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review Applied Sciences computerized cognitive training working memory gamification game elements |
title | Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review |
title_full | Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review |
title_fullStr | Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review |
title_full_unstemmed | Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review |
title_short | Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review |
title_sort | gamification techniques and best practices in computerized working memory training a systematic literature review |
topic | computerized cognitive training working memory gamification game elements |
url | https://www.mdpi.com/2076-3417/12/19/9785 |
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