Using Serious Games to (re)train Cognition in Adolescents

W. J. Boendermaker, M. Peeters, P. J. M. Prins, R. W. Wiers

Research output: Chapter in Book/Report/Conference proceedingChapterAcademicpeer-review

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 languageEnglish
Title of host publicationSerious Games and Edutainment Applications
Subtitle of host publicationVolume II
EditorsMinhua Ma, Andreas Oikonomou
PublisherSpringer
Pages307-321
Volume2
ISBN (Electronic)978-3-319-51645-5
ISBN (Print)978-3-319-51643-1
DOIs
Publication statusPublished - 2017

Keywords

  • Cognitive training
  • Substance use
  • Adolescents
  • Serious games

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