Abstract
Cognitive training has been studied in the context of many psychological disorders, including attention deficit hyperactivity disorder (ADHD), anxiety, depression, and addiction. While several studies have found clinically relevant training effects, both in preclinical (experimental) and in clinical settings, cognitive training is often experienced as rather boring. Therefore, several studies have recently started to integrate serious gaming techniques into cognitive training paradigms to enhance motivation to train, especially among younger subjects. In this chapter, we discuss the relevant theoretical frameworks supporting both the trainings and the gamification techniques, review several attempts that have been made so far, and discuss the progress that has currently been made. The chapter will end with a number of recommendations, based on published evidence, as well as our own experience in this field.
Original language | English |
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Title of host publication | Serious Games and Edutainment Applications |
Subtitle of host publication | Volume II |
Editors | Minhua Ma, Andreas Oikonomou |
Publisher | Springer |
Pages | 307-321 |
Volume | 2 |
ISBN (Electronic) | 978-3-319-51645-5 |
ISBN (Print) | 978-3-319-51643-1 |
DOIs | |
Publication status | Published - 2017 |
Keywords
- Cognitive training
- Substance use
- Adolescents
- Serious games