Next Article in Journal
Career in Cloud Computing: Exploratory Analysis of In-Demand Competency Areas and Skill Sets
Next Article in Special Issue
A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model
Previous Article in Journal
Parameter Optimisation in Selective Laser Melting on C300 Steel
Previous Article in Special Issue
Tennis Attack: An Exergame Utilizing a Natural User Interface to Measure and Improve the Simple Reaction Time
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Review

Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review

by
Agisilaos Chaldogeridis
and
Thrasyvoulos Tsiatsos
*
Informatics Department, Aristotle University of Thessaloniki, 54124 Thessaloniki, Greece
*
Author to whom correspondence should be addressed.
Appl. Sci. 2022, 12(19), 9785; https://doi.org/10.3390/app12199785
Submission received: 7 August 2022 / Revised: 23 September 2022 / Accepted: 25 September 2022 / Published: 28 September 2022
(This article belongs to the Special Issue New Challenges in Serious Game Design)

Abstract

:
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.

1. Introduction

Over the past three decades, there has been an increasing demand for discovering and fine-tuning alternative ways for cognitive enhancement and the support of brain functions in the context of cognitive training (CT), whose purpose is to maintain or improve someone’s cognitive abilities. These functions include notions such as learning and reasoning, attention and assessment, speech and language skills and more. Among these functions, memory is placed high on the hierarchy, as it is the faculty of the human brain where information is encoded, stored and retrieved when needed. Memory comprises a sensory processor, the short-term memory and the long-term memory [1]. Working Memory (WM), as part of the short-term memory, along with self-control and flexibility, are the core of executive functions of the brain [2,3]. Baddeley introduced a model of WM which contains three components: the central executive (attention), the phonological loop (for storing phonological information) and the visuo-spatial sketchpad (for storing visual and spatial information) [4]. In addition, it is the cognitive system which supports numerous cognitive abilities such as reasoning and problem solving [5]. WM is responsible for processing and encoding new incoming information, which leads to novel knowledge. It plays a critical role in performing simple tasks for daily living up to functioning at a higher level, which can be critical in work, business and academia.
WM performance can be measured by its capacity, which is related to the total items that one can retain in it. There are several aspects about the actual capacity, but the most prevalent is Miller’s, who supports that an individual can retain seven plus–minus two items each time [6], and another prevalent one is Cowan’s, who states that only four items can be held, considering excluding cognitive iteration or information storage, which are included in the long-term memory [7]. Regardless, capacity depends on the kind of items questioned, since it differs whether these items are numbers, letters or whatever other items possible. Moreover, the timespan of this capacity is limited as well, ranging from 10 to 15 s, but it can be increased only if the information processed is actively applied or if it is repetitive, which, in these cases, it becomes part of the long-term memory [8]. Given its limited capacity, and its importance in daily living activities and routines, as it affects learning, attention and problem-solving [9,10,11], it becomes imperative to keep WM in an optimal state.
Based on neuroplasticity (the ability of the brain to modify, change and adapt its structure and functions by forming new neural connections) the capacity of WM can be increased through targeted training CT. There were a number of studies that demonstrated improvements in WM through extensive training [5,12,13]. Increasing WM’s capacity by certain training has been accepted and utilized in past years, presenting encouraging and positive results in many different groups of people. WM training can utilize the same methods as in memory training, including basic training, strategic training and mnemonic strategies such as rehearsal and repetition of information [14]; chunking (organizing information into manageable bits or chunks) [15]; building mental representations for information encoding [16]. A simple strategy, according to Turley-Ames and Whitfield, is the repetition of information, which strengthens WM and is appropriate for people with low WM capacity, such as the elderly [17]. On the other hand, WM decongestion techniques are being used to free space for WM to function better. Therefore, not all improvements concern increasing capacity, but freeing space in WM can lead to similar results. Computer-based CT offers standardized tasks in a challenging way [18] that target certain cognitive functions. It is based on the assumption that cognitive abilities can potentially be improved by performing challenging tasks repetitively in a specific time frame [19]. The training activities typically include practice on tasks which are designed to enhance cognitive skills, such as attention, memory and processing speed [20].
The main purpose of cognitive training interventions, and particularly WM training programs, is to improve the subject’s WM capacity. However, traditional and conventional systems are characterized as tedious and repetitive, and that strongly affects users’ motivation to learn and adhere, which consequently reduces any potential for learning transfer [21,22,23,24]. Prins et al. showed that WM training can significantly improve motivation and training performance, if it is being decorated by GEs [25]. Either utilizing GEs in order to gamify a serious intervention program (gamification) [26] or using certain games with serious goals with entertainment coming as a secondary objective (serious games), the main outcome is to improve WM but with increased motivation and engagement at the same time. In reality, it is often hard to make a clear distinction between gamification and serious games [27]. In general, serious games are full-fledged games that have a typical game structure and, at the same time, add educational value beyond entertainment, and gamification utilizes game-like mechanics and embodies them in traditional methods and programs to increase engagement.
Over the past decades, several studies have demonstrated that an increase in WM capacity can be achieved with computer-based (computerized) training. It has been used in adults with the purpose of improving and enhancing cognitive skills, but it has also been applied to children (with typical or atypical development) [5,12,28,29,30,31,32]. The results so far are inconsistent and sometimes controversial, and the main debate is between near and far transfer effects. Most studies have reported that WM training leads to near-transfer improvements (related to the task that is being trained), such as verbal and visuo-spatial WM [5,12,32]. However, there are cases with little to no evidence regarding far-transfer improvements (effects in other cognitive functions) [33,34], and there are fewer cases reporting improvements in other cognitive functions. In particular, a transfer effect was found in attention inhibition, reasoning, reading and arithmetic [13,35,36,37]. In this direction, several commercial training programs have been developed, and their effectiveness has undergone testing, demonstrating positive effects (Brain Age [38], Cogmed [39], Lumosity [40]) or little to no effects [31,35,41].
Utilizing GEs, gamification or serious games allow computer-based interventions to be more entertaining and playful, be easy to comprehend and perform, and offer feedback and reinforcement, and as a result, they foster adherence and motivation, rendering this kind of intervention far better than the traditional, non-gamified programs [26,42,43,44].
The theory behind utilizing GEs in CCT is the Self-Determination Theory [45], which is the most prevalent in the field of gamified learning. SDT defines motivation as comprised by intrinsic and extrinsic motivation. The first one refers to the motivation that is developed when someone performs an activity for its inherent satisfaction and feels the competence during the activity. Extrinsic motivation refers to the satisfaction of performing an activity only for its outcome. Typically, a subject begins with intrinsic motivation, moving to extrinsic motivation until it ends up with no motivation at all for the activity. Intrinsic motivation has a crucial role in adherence and long-term participation in an activity, whereas extrinsic motivation is more suitable for short-term tasks [46]. Likewise, with interaction and collaboration with other peers, the processes of learning and problem solving can be constructive and facilitative, supported by theories such as the zone of proximal development [46] and scaffolding theory [47].
Defining GEs is difficult since there is no commonly accepted definition. Generally, such elements may include components such as points, badges and leaderboards, and mechanics such as competition, challenge and win state. It is worth mentioning that game components are often mistakenly overlapped by game mechanics. However, in reality, components should be treated as the subset of mechanics, since they are the basis that drive the mechanics. In order to overcome the obstacle of the absence of a well-defined context for GEs, by searching the literature for the most commonly accepted terms, and also based on the findings from [48,49,50,51,52,53,54,55], we decided to conclude GEs to the following nine: (a) Narrative/Storytelling; (b) Avatar; (c) Conflict (challenge); (d) Cooperation and Competition; (e) Difficulty adjustment; (f) Feedback; (g) Levels; (h) Progression; and (i) Action Points.
Gamification as a strategy has been developed over the last decade, and its effectiveness has been tested in numerous studies, as mentioned previously. The majority of studies have been heavily focused on the impact of gamification in cognitive performance, but fewer studies have actually tested the impact of certain GEs in a scientific framework. A possible explanation is that researchers have been developing computerized CT by simply converting traditional paper-and-pencil tasks to digital tasks by also adding arbitrary GEs, since there is a lack of scientific framework that dictates how to build electronic interventions. On the other hand, the introduction of gamification has been utilized as a tool to increase motivation and long-term engagement, and this aspect has been evaluated as well.
Several reviews and meta-analyses on gamified computerized CT have been conducted, providing useful and interesting results. For example, in the systematic review by Vermeir et al., which investigates the effect of gamification on process outcomes and on the training domain, they concluded that action points (rewards) and feedback are dominating the gamification landscape, but social features such as competition are underused [55]. Moreover, gamified tasks have been proven to be more motivating and demanding, but no effects on the training domain were found [55]. Similarly, in the study of Ferreira-Brito et al., which tried to identify what GEs are being applied for cognitive training, assessment or rehabilitation, they reported the scoring system and narrative context as the most used GEs and a strong association between usability and six out of the seven GEs that were analyzed. An interesting finding was that using GEs that act as extrinsic motivation promotors can potentially jeopardize patients’ long-term adherence to interventions, especially if associated with progressive difficulty [53]. In another meta-analysis, the effectiveness of computerized CT with game-like features in school-aged children with typical and atypical development was examined and showed that it can improve cognitive and behavioral performance in both populations, and it may help to make the training less burdensome for children, fostering motivation [56].
The work of Lumsden et al. is likely one of the most known works regarding GEs, in which they aimed to explore and evaluate how gamification has already been used for CT and evaluation purposes. The authors reported that certain elements such as action points (rewards) and feedback are suitable for people with Attention-Deficit Hyperactivity Disorder (ADHD), who are especially responsive to immediate feedback and to the clear definition of goals and objectives, but mixed effects of gamification on task performance were reported [49]. In another systematic review by Cao et al., regarding the investigation of training and transfer effects of computerized training on executive functions in children, results demonstrated a moderate effect size, and the transfer effect was more explicit in near-transfer conditions. Typically, developing children improved more during training, but the addition of GEs negatively affected the training and transfer effects [57].
On the other hand, there were meta-analyses which evaluated the impact of CT programs, such as the one by Bonnechere et al., in which they examined the use of commercial computerized cognitive games which targeted elderly people (>60 years old) without cognitive impairment. Statistically significant improvements were observed for processing speed, working memory, executive function and verbal memory, but not for attention or visuo-spatial abilities, concluding that these games are effective in improving cognitive function in such participants [58]. Finally, Lau et al. conducted a systematic review and meta-analysis that evaluated the effectiveness of serious games on symptoms of mental disorder, and despite the small number of the included studies, their findings suggest that serious games may have a positive effect in reducing disorder-related symptoms [59].
The previous reviews and meta-analyses provide valuable information about gamification, serious games and computerized CT, and they shed light on how GEs have been utilized. Although some of them do include a limited number of studies, or studies with no strict methodological frameworks, the results that have been exported seem to be consistent regarding the GEs being used. One big drawback, however, is that the outcomes of the studies were treated in total, despite the fact that there was discrimination between WM, executive functions, attention, etc., but, to our knowledge, there is no systematic review that targets WM specifically. In addition, this is important considering the part that WM plays in overall cognitive status. Furthermore, the included studies in some cases are more than 10 years old, rendering some systematic reviews and meta-analyses outdated, especially considering the increased usage of smartphones, tablets and similar portable devices, which can help computerized interventions to be more easily accessible and can allow interactions between people at any time and place [48]. Thus far, the existing studies on computerized CT have been implemented as pilot studies concerning different samples, and although there are some conclusions regarding which GEs are suitable for each category, the number of studies is limited and cannot lead to safe and solid results. So far, there is a lack of framework for the usage of GEs for treating different groups of people effectively.
The aim of the current study was to (a) conduct an updated systematic review of literature (following PRISMA guidelines [60]), which tries to identify which GEs are most frequently used in CCT targeting, mainly in WM performance; and to (b) attempt to categorize GEs based on the audience being applied (children, adolescents, adults, older adults) and provide any useful information for building computerized WM interventions to best serve their specific needs and limitations. In the next sections, we firstly present the methodology that we used for the identification of potential eligible articles that could be used in the systematic review under PRISMA guidelines, then we continued with the results of the search process and the presentation of the data being collected, followed by a discussion on these results and the extraction of any useful conclusions. Lastly, we finish with the research limitations that define this study.

2. Materials and Methods

This section describes the methodology used for the systematic literature review, which followed the PRISMA guidelines [60], and it is divided into (a) the eligibility criteria for the inclusion of articles; (b) the information sources that were used for searching available studies; (c) the search strategy along with the keywords that were used; (d) the process of the selection of studies; (e) the data extraction process; and finally, (f) the data items that were documented.

2.1. Eligibility Criteria

The inclusion criteria for the studies are the following:
  • Computer-based gamified cognitive training tasks.
  • Available empirical and original data related to gamification and/or GEs.
  • Peer-reviewed articles available in English.
  • WM performance measures as outcomes.
  • Publication year between 2015 and early 2022 (January).
It was also decided to include the term “serious games”, as in many cases this term overlaps with the term “gamification”, and gamified tasks can be reported as serious games [27]. On the other hand, studies were excluded if they did not report any GEs in the training process, if they lacked any measure of WM performance and if they used commercial video games without serious purposes or simple representations of paper-and-pencil tasks.

2.2. Information Sources

A literature search was conducted in online scientific databases from December 2021 to February 2022. The databases that were included in this review were PubMed, Scopus, Web of Science, Institute of Electrical and Electronics Engineers (IEEE), Crossref and Google Scholar. In addition, reference lists from included studies and literature reviews were also manually searched for by spotting any other relevant works that could potentially be included. Since there were several literature reviews with similar objectives, they were used as reference points for building the current research but were mainly served as additional sources to identify more articles. Although they did provide relative information, nevertheless, all the included papers were studied again from the beginning.

2.3. Search Strategy

The search criteria included:
  • Publication year from 2015 to January 2022.
  • Empirical research studies, peer-reviewed articles (e.g., published papers, doctoral theses, study protocols, conference papers).
  • Full text in English.
  • Articles published in peer-reviewed journals and conferences.
  • Computer-based interventions with WM performance measures as outcomes.
  • Available information regarding the cognitive task being used.
Considering a PICO approach for the inclusion and exclusion criteria, we have the following:
  • Population: Any participant (healthy or cognitively impaired) of any age (from children to older adults).
  • Intervention: Studies using computerized WM training or assessment of WM with GEs.
  • Comparison: Active or passive WM training.
  • Outcomes: Outcomes focusing primarily on the performance of WM and secondarily on outcomes related to participants’ engagement.
Search terms were formed as a combination of cognitive training and gamification with every possible combined search phrase. Combinations included terms of the following: (a) cognitive training; (b) brain training; (c) cognitive rehabilitation; (d) serious game; (e) computerized/computer-based/electronic interventions; (f) game elements; and (g) gamification. We searched the titles, abstracts and keywords by combining computerized OR computer-based OR electronic AND cognitive training OR brain training OR cognitive rehabilitation OR memory training OR working memory training OR executive functions training AND serious games OR game elements OR gamification OR game mechanics OR game OR games OR video games. In addition, we also used terms with wildcards such as gamif*, cognit*, train* and comput*. By making use of the above keywords and their combinations, we hoped to minimize the risk of excluding any potential entries that could be under less common terms than the ones used. Titles, abstracts and keywords of database entries were searched using the search strategy.

2.4. Selection Process

As mentioned, since gamification and serious games tend to be treated as the same, the selection was careful and sensitive for articles that contained these terms, and the initial selection stage did not exclude any terms such as serious games, video games or computer games. For this stage, all records were included without further limitations. After documenting search results from all databases in a spreadsheet, any duplicates were removed first, and the remaining records were screened by both title and abstract according to the eligibility criteria. If it was unclear or not possible to determine the eligibility of a record from the title and abstract, the full-text search was followed. Full-text records were retrieved and evaluated against the inclusion criteria (AC). To check the reliability of the process, a second author (TS) assessed 80% of the selected full-text records, which resulted in no disagreement. Review authors were not blinded to the authorship, institution, journal or results.

2.5. Data Collection Process

After screening and finalizing the included studies, the data extraction process was followed. For this purpose, a spreadsheet was used as a standardized data extraction form. Data regarding research questions and other relative questions were extracted for each paper. Three main categories of data were identified: (a) the study’s main characteristics (e.g., title, author(s), publication year); (b) study design and participants (intervention strategy and characteristics, outcomes); and (c) GEs used. The response formats were mainly open-answer formats for data related to the studies’ information and closed-answer regarding the gamification data. When there was no available information, even after any further online search, the response was characterized as not available (N/A).

2.6. Data Items

For the documentation of the study process, the following data were included: (a) general study data, containing information such as the title, author name and publication year; (b) study characteristics, design and methods, including data such as the sample, sample size, sessions, follow-up, information about the gamified process being used, device used (computer/laptop, smartphone/tablet, VR equipment, console) and (c) data regarding the presence of any GEs, as these elements were defined previously (narrative/storytelling, avatar, conflict, cooperation/competition, difficulty adjustment, feedback, levels, progression and action points) [48,49,50,51,52,53,55]. Regarding the extraction of GEs, in order to have a better and detailed view of each training program that was used, additional online searches were conducted in order to locate supplementary material.

2.7. Assessment of the Risk of Bias of the Studies

In order to assess the risk of bias of each study, we used Version 2 of the Cochrane risk-of-bias tool for randomized trials [61], according to the description in the Cochrane Handbook for Systematic Reviews of Interventions. The tool is structured into five bias domains (bias arising from the randomization process, bias due to deviations from intended interventions, bias due to missing outcome data, bias in the measurement of the outcome and bias in the selection of the reported results). Judgments were made by 2 authors (AC and TT) independently, and a consensus was reached for existing variations. For each domain, the risk of bias was judged as either low risk, some concern or high risk.

3. Results

3.1. Study Selection

Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses, the flow diagram of the study selection and the selection process is depicted in Figure 1. Overall, 1847 papers matched the initial set of keywords used in the search process. After removing duplicates, 1017 papers were screened considering the titles and abstracts. In total, 895 papers were excluded on the basis of this analysis. From the 122 eligible papers for the full-text analysis phase, 44 were included in the current review.
Some frequent exclusion reasons were (a) paper not using any computerized tasks; (b) papers reporting the use of commercial video games without a serious purpose; (c) working memory was not reported as cognitive outcome; (d) literature reviews; and (e) the full-text not available in English.

3.2. Study Characteristics

A sample of the data collected for the 44 studies that were included in the systematic review are presented in Table 1 and Table 2 (for more detail, see Table A1 and Table A2 in Appendix A). Most of them were published in 2015 and 2018 (N = 11), followed by 2017 in which 8 studies conducted, and then by 2016 and 2019, which had the same number of studies (N = 6), and only 2 were in 2020. Around 63% (N = 28) took place in Europe, following North and South America with 27.7% (N = 10). A total of 5 studies were conducted in Asia, and 1 was conducted in Australia. Finally, the majority of studies were published in journals (only 1 study was a conference paper), scoping mostly in psychology (45.5%; N = 20) and medical–psychiatric journals (around 20%; N = 9), and the remaining were related to computer science (N = 15, 35%). Most studies used a between-groups design with pre–post or only post-measures (N = 36), including two (N = 27), three (N = 8) and four (N = 1) groups. On the other side, 8 studies were single-group designs.
A total number of 3496 participants were included in the studies, with sample sizes ranging from 5 [70] to 794 [78] participants. A total of 7 studies included 5 to 19 participants, 13 studies included 20 to 59 participants, 17 cases contained 60–99 participants and only 7 studies had 100 and above participants. Regarding the age of participants, the mean ages included values from 6.12 [103] years old to 82.7 years old [87], although in [79], there was no specific mean value, as the only available information was that participants ranged from 50 to 90 years old. Overall, regarding mean age, the included studies can be characterized as balanced, since 36.36% (N = 16) had children and adolescent participants (<18 years old), 13 studies (29.54%) included adult participants (<60 years old) and 15 studies (34.1%) had participants over 60 years old. Moreover, most of the studies (N = 29, 66%) included females for over 50% of their samples (largest proportion was 81.25% in [98], and on the other hand, the smallest proportion was 9% [75]), and a single studied had only male participants [104]. It should be noted that there was no information for 4 studies [65,70,72,79]. A total of 19 studies included participants suffering from ADHD, Mild Cognitive Impairment (MCI), schizophrenia, visual perceptual dysfunction, multiple sclerosis, fragile X syndrome, autism and overweight (adults), while the rest of studies (25) included healthy children, adults or older people.
Regarding the outcomes that were reported, 19 studies presented data concerning participants’ motivation and enjoyment in addition to the training domain outcomes, which were included in the majority of studies (N = 38), and only 6 studies focused exclusively on the effects in motivation and engagement outcomes, excluding any training domain outcomes.
Data regarding the interventions’ duration showed that there were cases with a single session (N = 4), which were cases for the assessment and screening of participants [63,91,93] for 18 months [77]. In general, the majority of studies (N = 25) ranged from 4 to 8 weeks in intervention duration. Thus, the total number of distinct sessions varied from 1–18 (N = 17) and 20 to 40 (N = 22), 2 studies supported the participants’ free will to complete as many sessions as they liked [77,88] and there was missing information for 2 studies [95,101]. Session duration varied from 90 s [101] to 90 min [64]. Despite the fact that all studies presented post-measures and evaluation data, only 25% (N = 11) performed any follow-up evaluation, varying from 1 week [94] to 6 months [73].
Data about the site being used in the studies demonstrated 16 cases (36%) that took place at participants’ houses, 34% (N = 15) studies used laboratory conditions, 6 cases used schools, three were online, 1 study used a hybrid model with house and laboratory choices and another study used an assisted living facility. Regarding the devices being used, computers (PC/Laptop) were the major device, as reported in 52% of studies (N = 23), followed by tablet/smartphones devices (N = 17), and 2 studies used both computers and tablets [73,77]. Only one study used a portable console (Nintendo Switch) [74], and 2 studies used a Virtual Reality set [63,101].
Regarding the GEs being used in the 44 studies, a minimum of 2 elements per study were used [64,77] with a maximum of 8 elements [75,76]. The mean value of GEs used was 5.7 elements. The elements that were used the most were Conflict (88.63%; N = 39), Feedback (84%; N = 37), Progression (75%; N = 33), Difficulty Adjustment (73%; N = 32), Action Points (73%; N = 32) and Levels (70.45%; N = 31). Looking at GEs in more detail, and regarding the sample that was applied, starting with children and adolescents (N = 16; 50% were children with ADHD, autism spectrum disorder and visual perception delay), the most commonly used elements were Conflict and Feedback (N = 16), followed by Levels (N = 14), Action Points and Progression (N = 13 respectively) and Difficulty Adjustment (N = 12). On the other hand, Competition and Cooperation were underused (N = 3). Modality via PCs dominated (N = 13), followed by smartphones/tablets, and variations between study sites was balanced (Home 37.5%, Laboratory 31.25% and School 31.25%). Moving on to studies with adults (N = 13; 54% high-risk participants, suffering from multiple Sclerosis, schizophrenia, MCI and drug addiction), the most prevalent GEs were Conflict (N = 12), Difficulty Adjustment, Progression and Feedback (N = 10) and Action Points (N = 8), and the most underused were Competition and Cooperation (N = 1) and Avatar (N = 3). Again, computers and smartphones/tablets were the most commonly used devices (N = 5 respectively). However, there was one study that offered both devices (computers and tablets) [73], and a study used a portable console [74]. Laboratory interventions seemed to be the case here (N = 7), and houses were the next one (N = 5). There was a study with a hybrid model using a hospital and in-house sessions [90]. Finally, the GEs that were used the most in elderly studies (N = 15; 80% healthy, 20% patients with MCI) were Conflict, Feedback and Action Points (N = 11 respectively), Progression and Difficulty Adjustment (N = 10, respectively) and Narrative Context (N = 7), and Competition and Cooperation as well as Avatars were used less (N = 0, N = 1, N = 1). Interestingly, in the case of the elderly, tablets/smartphones dominated the devices (N = 10), with only 4 studies using computers (N = 4), and a single study offered both options [77]. Home interventions were the majority of studies (N = 9), and there were only 3 laboratory interventions. Moreover, there was a study that was conducted in an assisted living facility [87].

3.3. Risk of Bias

The risk of bias assessment for each included study is depicted in Figure 2, which indicates that, overall, the quality of the included studies was optimal. However, the most significant risk of bias lies in the randomization process and in missing outcome data. On the other hand, a lower risk of bias was observed in the deviations from intended interventions and in the measurement of the outcome.

4. Discussion

The aim of this study was to provide a state-of-the-art literature review in the gamification of cognitive training and especially in the training of Working Memory, in order to provide an updated overview of the existing research and evidence for the GEs being utilized in the training and assessment of Working Memory specifically. Following PRISMA guidelines [60], a systematic literature review was conducted, which identified 44 studies published from 2015 to 2020. The risk of bias assessment, which was conducted according to the Cochrane’s RoB tool, showed optimal quality of the included studies. The only domains that presented a higher risk of bias were the randomization process, for which some studies demonstrated poor or no randomization, and the missing of outcome data, which was caused by some dropouts during the intervention process. During the search process, we also identified several systematic reviews and meta-analyses, such as [49], which presented 33 studies published between 2007 and 2015. Another study identified 49 studies between 2008 and 2017 [55], Ref. [53] included 91 papers from 2006 to 2018 and Ref. [56] identified 24 studies between 2006 to 2018. This study identified 8 more studies after 2018, which were eligible to be included. For the inclusion of GEs, we searched the literature and previous studies, and we decided to include 9 GEs that were the most interesting to examine and that simultaneously had a greater impact on the training process, as far as we were concerned [48,49,50,51,52,53,55]. A major problem that we faced was the absence of any detailed information and descriptions about the gamified tasks/games that were used from the reported studies; thus, it was necessary to check any additional sources of information that were publicly available (web pages, videos, etc.), in order to extract the required information.
Regarding the use of GEs, there was a variety of the selected elements, which were scarce over the included studies. Overall, according to the results, Conflict was the most commonly used game element (N = 39), which, considering the demands of WM (which requires an amount of information to be held for a specific time frame), looks to be ideal and the most significant game element that can be incorporated to gamification tasks. Along with Feedback (N = 37), which may contain a scoring system, right or wrong answers or assessments of performed actions, they are the two most prevalent GEs that were used in the studies. This lies in contrast to the findings provided by [53], and Ref. [49] reported Action Points (as a scoring system, points, etc.) as the most frequently used game element. A possible yet reasonable explanation is that, for 8 studies, there was no information or evidence regarding the presence of GEs acting as Action Points; thus, it is very possible that the total number may be higher than the reported 31. As mentioned before, the second most commonly used game element was Feedback, which is a key element in behavior changes, and it acts as an indication of performance and can be delivered through visual or auditory stimuli. In addition, Progression and Difficulty Adjustment were also used in most of the cases (N = 33 and N = 32, respectively). Participants can highly appreciate the fact that they always have an overview of their progress, as the training tasks can be lengthy in time for completion. Difficulty Adjustment is critical in building personalized training tasks and is a key element for training success. Since participants can vary in measures of cognitive performance, the delivered training should reflect these measures. Extremely easy or difficult tasks may jeopardize adherence and engagement, either by causing boredom or disappointment in cases of uncompleted tasks. On the other side, the most underused tasks were associated with socialization context (Competition and Cooperation) and the use of avatars. Very limited social interaction elements were also reported in the reviews of [53,55], and it seems that this field has not received any more attention, which can be justified as a complex element that requires extensive implementation. Moreover, interacting with others and being exposed may cause negative effects for participants, such as anxiety and frustration, especially in high-risk cases. Finally, avatars were used less compared to the narrative context (N = 22), which was used with the purpose of providing a context to the trained activity and adding meaningful content for the user.
Regarding sample characteristics, studies varied in terms of sample size between 5 [70] and 794 [78]. Nearly one third of studies (29.5%) had 20 to 59 participants, and 38.6% included 60–99 participants. However, only 7 studies had 100 and above participants. It is a fact that gamification has a broad variety of target audiences, as it has been applied to children, adolescents, adults and the elderly. The systematic review revealed a balance between target groups, since 36.36% of the studies targeted children and adolescents, 29.54% included adult participants less than 60 years old and 34.1% had participants over 60 years old. Thus, there is a slight preference to children and older people in studies of gamification. Between samples, most of the studies targeted healthy (low-risk) participants, and 43% of studies targeted several forms of cognitive impairments, such as ADHD, autism spectrum disorder, multiple sclerosis, etc. It seems that gamified WM training was used not only as a therapeutic/rehabilitation tool, but it was also used to support and foster healthy people in order to cognitively function at higher rates or as a preventative tool for cognitive decline. However, gamification cannot be applied in the same way to every target group, since users can vary in training goals, motivation and cognitive level. It is necessary to provide personalized and adaptive training programs according to individual users. For example, the presented context may be suitable for kids, but it might look childish or unrealistic to adults and older people. Nevertheless, the systematic review spotted common patterns in gamification development for the three target groups, as it seems that Conflict, Difficulty Adjustment, Action Points, Feedback and Progression were the four common elements that were frequently used in all three categories.
Gamified WM training has been offered in a variety of devices according to the findings of this review; however, the most dominant device was a computer (PCs or laptops), as reported in 52% of the studies, with tablets/smartphones coming in second (38.6%). On the other hand, gaming consoles and virtual reality equipment were used less. Especially for studies including VR, they were primarily studies which gamification was utilized in evaluation and assessment of cognitive tasks. An interesting finding is associated with older people, as 10 studies used tablet devices, and only 4 cases made use of computers, verifying the fact that tablets and smartphones with touch functionality are more suitable for older adults, which differentiates from the findings in [53], which reported that none of the studies that used older adults as participants reported tablets as game platforms. Therefore, it looks as though progress has been made in this direction.
Intervention sites were split across participants’ homes and laboratories (36% and 34%, respectively), and there was a study that included both sites, having some sessions under laboratory conditions and some at home [90]. It seemed to be the case that gamified WM training can be equally feasible and effective either in laboratory or house conditions, providing the freedom of training everywhere and at any time and ensuring that transportation is not a limit that may hinder adherence. Finally, 63.5% of studies reported over 15 sessions, and some of them had single-session designs (11.5%). Regarding the number of sessions and overall intervention time, there is no clear indication of values that can be more effective in WM training. The majority of studies designed training to last 4 to 8 weeks, and the optimal approach might be somewhere in between. However, in the meta-analyses in [53], evidence reported no significant effect on the number of training sessions on effect sizes for motivation/engagement outcomes. More interestingly, regarding the follow-up assessment, which is important in order to measure how long the training effects last after the intervention, only 25% of the studies reported follow-ups, which reported measures from 1 to 6 months after the training. However, no indication of gamification effects in the follow-up evaluation could be extracted since there was no evidence, as researchers focused mostly on the evaluation of WM measures.

5. Limitations

This study was conducted under certain limitations, and its findings should be interpreted in a way that takes into account these limitations. First of all, there is the language limitation (included studies only in the English language), which might have led to possibly excluding studies that were written in a language other than English, and in that way, relevant published articles might have been unintentionally excluded from the current review.
Secondly, it is important to mention that the followed procedure and search strategy, although it used a substantial number of keywords and many of the most known electronic libraries, may have failed to identify any relevant studies that may have not met the search criteria. Moreover, relevant articles published in conferences may have been missed by accident, especially if, by the time of search procedure, they were not available online. However, the search strategy can be considered adequate, since it included seven different electronic libraries, and this should have minimized the danger of missing relevant studies. In addition, we used reference lists from the included studies and any other systematic literature reviews that were also found during the search process, strengthening the search results.
Third, there was missing information especially in the descriptions of the games (or GEs) which were used in the included studies, and any omitted details regarding the computer-based interventions overall, was another significant limitation. Although there was a supplementary search in every available source online in order to minimize the risk of missing data, sometimes it was impossible to define the included GEs with clarity. Thus, there were cases with subjective judgment in the data extraction if there was any strong supported evidence, and otherwise, the data were considered not available and were documented as such.
Fourth, the primary objective of this study was to identify the most common GEs that have been used in WM training or assessment, having a measured impact in WM enhancement and/or in the engagement and enjoyment of users. Most of the included studies presented WM outcomes exclusively, and less than half (N = 21) reported engagement and enjoyment outcomes in addition. Four contained only engagement metrics without WM outcomes, which are critical to the current research. Unfortunately, the primary focus for the majority of studies was to measure the effects of gamification in WM outcomes; thus, it is important that future studies focus more on measuring engagement, adherence and enjoyment outcomes.
Finally, the included studies did not attempt to examine the efficacy of individual GEs or to conduct any comparison among them, as they usually focused on gamification as a whole, combining more than one GE each time and making it difficult to distinguish any effects of individual elements as outcomes.

6. Conclusions

The purpose of this systematic review was to provide an update on gamified computer-based WM training, especially on the GEs that have been used in research studies, in order to examine which elements are the most preferable and which ones are widely used. The results show that little has changed in the most common GEs, as Conflict, Feedback, Progression and Difficulty Adjustment are the ones that dominated in the majority of the included studies. On the other hand, GEs that promote social interaction and cooperation or competition were significantly underused. An important issue that can be observed in the vast majority of studies is the lack of a theoretical framework or any theory that can justify the selection of the included GEs in each study. In almost every case, the GEs that were used were arbitrarily selected, or they were not based on a design or learning theory, which is something that has been observed in previous reviews. Future studies should base their design and justify their selection regarding GEs in order to document and clarify why and how the gamified tasks were developed in a certain way. Moreover, future research must focus on examining the impact of GEs and the effect that each one of them demonstrates by making comparisons between GEs themselves. This is of great importance, as it can answer the questions of choosing certain GEs among others and can potentially provide guidelines for future developers of cognitive training. In addition, for instance, it can lead to the strategic selection of GEs according to the health status of the user, age or any other demographic characteristic. Unfortunately, our research does not demonstrate any significant differences between the GEs that were used among the different audiences, as it seems that the selected GEs are common, regardless of the age or any health/pathological conditions of the participants. In the future, we plan to conduct a meta-analysis, which will be based on the current systematic review, as our main focus is to attempt to define a framework for building cognitive training interventions for WM, and the current research provides the potential to form and to answer useful research questions in this direction.

Author Contributions

Conceptualization, A.C. and T.T.; methodology, A.C. and T.T.; validation, A.C. and T.T.; formal analysis, A.C. and T.T.; investigation, A.C.; resources, A.C. and T.T.; data curation, A.C. and T.T.; writing—original draft preparation, A.C.; writing—review and editing, T.T.; visualization, A.C. and T.T.; supervision, T.T. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

Not applicable.

Conflicts of Interest

The authors declare no conflict of interest.

Appendix A

Table A1. Summary of studies included in the systematic review in alphabetical order.
Table A1. Summary of studies included in the systematic review in alphabetical order.
TitleAuthorYearPublication Type, DomainCountryStudy DesignSampleNAge%FemaleSiteDeviceIntervention DurationFollow-UpSessions (N)Session DurationGame
Cognitive Working Memory Training (CWMT) in adolescents suffering from Attention-Deficit/Hyperactivity Disorder (ADHD): A controlled trial taking into account concomitant medication effects.Ackermann et al. [62]2018Journal, PsychiatrySwitzerlandBetween-subjects (pre-post); 2 groups (control, cognitive working memory training)Adolescents6013.821.66HomePC25 days2 months25Depending on the difficulty levelCogmed
Analysis of cognitive and attentional profiles in children with and without ADHD using an innovative virtual reality tool Areces et al. [63]2018Journal, PsychologySpainBetween-subjects (pre-post); 2 groups (ADHD, control)Students with ADHD8810.225LaboratoryPCSingle sessionNone120 minAULA Nesplora
A Serious Game to Improve Cognitive Functions in Schizophrenia: A Pilot StudyArmado et al. [64]2016Journal, PsychiatryFranceSingle groupSchizophrenia patients 838.612.5LaboratoryPC3 monthsNone1290 min3D VR Virtual Town
Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled TrialBallesteros et al. [65]2017Journal, MedicineSpainBetween-subjects (pre-post) design; 2 groups (experimental, control)Healthy adults5565.3N/ALaboratoryPC10 to 12 weeksNone1640 to 50 minLumosity
Working Memory, Reasoning, and Task Switching Training: Transfer Effects, Limitations, and Great Expectations?Baniqued et al. [66]2015Journal, PsychologyUSABetween-subjects (pre-post); 2 groups (Mind Frontiers, control)Healthy adults902157LaboratoryPortable handheld devices4 to 5 weeksNone2072 minMind Frontiers
The gains of a 4-week cognitive training are not modulated by novelty Biel et al. [67]2019Journal, MedicineGermanyBetween-subjects (pre-post); 3 groups (WMT, WMT with novel nature movies, control)Healthy older adults 8363.93 47HomeTablet4 weeksNone1236 minTypical two-back working memory task
Attention and executive functions computer training for attention-deficit/hyperactivity disorder (ADHD): results from a randomized, controlled trialBikic et al. [68]2018Journal, PsychologyDenmarkBetween-subjects (pre-post); 2 groups (SBT, active control (Tetris))Adolescents with ADHD709.9515.71HomePC8 weeks12 weeks48N/AACTIVATE
Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial Boendermaker et al. [69]2018Journal, Computer ScienceNetherlandsBetween-subjects (pre-post); 3 groups (control, WMC, CWMC)Adolescents8413.760SchoolPC2 weeksNone1030 minGamified Working Memory Capacity Training
Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing Boletsis and McCallum [70]2016Journal, Computer ScienceNorwaySingle groupHealthy older adults567.60N/ALaboratoryTablet45–55 minNone145 to 55 minCogARC
The Gamification of Cognitive Training: Older Adults’ Perceptions of and Attitudes Toward Digital Game-Based Interventions Boot et al. [71]2016Journal, Computer ScienceUSABetween-subjects (post); 2 groups (brain training games, control games)Older adults6072.3557HomeTablet1 monthNone3045 minMind Frontiers
Computerized tabletop games as a form of a video game training for old-old Cujzek et al. [72]2016Journal, PsychologyCroatiaBetween-subjects (pre-post); 2 groups (active, control)Older adults2973.25N/AHomePC6 weeks4 months1230 minPC version of card game Belote
Gamified working memory training in overweight individuals reduces food intake but not body weight Dassen et al. [73]2017Journal, PsychologyNetherlandsBetween-subjects (pre-post); 2 groups (gamified WM training, control)Overweight adults 6747.9775HomePC or tablet33.57 days on average1 and 6 months20–2538.44 min on averageGamified WM training
A Low-Cost Cognitive Rehabilitation With a Commercial Video Game Improves Sustained Attention and Executive Functions in Multiple Sclerosis: A Pilot Study De Giglo et al. [74]2015Journal, MedicineItalyBetween-subjects (pre-post); 2 groups (experimental, waiting list)MS patients5243.974.28HomeNintendo Switch8 weeksNone4030 minDr. Kawashima’s Brain Training
Working memory and cognitive flexibility-training for children with an autism spectrum disorder:a randomized controlled trialDe Vries et al. [75]2015Journal, PsychologyNetherlandsBetween-subjects (pre-post) design; 3 groups (adaptive WM training, adaptive cognitive flexibility training, non-adaptive control training)Children with autism spectrum disorder9010.569HomePC6 weeks6 weeks2545 minBraingame Brian
The Impact of Game-Based Task-Shifting Training on Motivation and Executive Control in Children with ADHD Dörrenbächer and Kray [76]2018Journal, PsychologyGermanyBetween-subjects (pre-post); 2 groups (LowMot, HiMot)ADHD children2610.5430.76SchoolPC2 to 3 weeksNone18 to 2130 to 45 minGame-based CT
The effects of personality and metacognitive beliefs on cognitive training adherence and performance Double and Birney [77]2016Journal, PsychologyAustraliaSingle groupOlder adults79461.9577OnlinePC or tablet18 monthsNoneParticipant’s choiceParticipant’s choiceActive Memory
Improving Executive Functioning in Children with ADHD: Training Multiple Executive Functions within the Context of a Computer Game. A Randomized Double-Blind Placebo Controlled Trial Dovis et al. [78]2015Journal, MedicineNetherlandsBetween-subjects (pre-post); 3 groups (full-active, partially active, full placebo)Children with a clinical diagnosis of ADHD8110.5020HomePC5 weeks3 months2535 to 50 minBraingame Brian
ACTIVE-U: PLAYING TO STIMULATE YOUR BRAIN Garolera et al. [79]2015Conference Paper, Computer ScienceSpainBetween-subjects (post); 2 groups (Unlocked, Active-U) Patients with MCI1750 to 90 y.o.N/AN/AiPhoneN/AN/A3N/AActive-U
Self-Perceived Benefits of Cognitive Training in Healthy Older AdultsGoghari et al. [80]2018Journal, PsychologyCanadaBetween-subjects (pre-post); 3 groups (WMT, Logic and planning, control)Healthy older adults 9770.566.5HomePC8 weeksN/A4030 minBrainGymmer
BrainQuest: The use of motivational design theories to create a cognitive T training game supporting hot executive function Gray et al. [81]2019Journal, Computer ScienceUKSingle groupChildren2811 to 12 y.o.42.85SchoolSmartphone7 weeksNone860 minBrainQuest
Cognitive training for children and adolescents with fragile X syndrome: a randomized controlled trial of Cogmed Hessl et al. [82]2019Journal, PsychologyUSABetween-subjects (pre-post); 2 groups (adaptive Cogmed, non-adaptive Cogmed) Children and adolescents with fragile X syndrome10015.2837HomePC5 to 6 weeks3 months2515 minCogmed
The effects of video-game training on broad cognitive transfer in multiple sclerosis: A pilot randomized controlled trialJanssen et al. [83]2015Journal, PsychologyUSABetween-subjects (pre-post); 2 groups (tablet, control)MS patients2847.1875LaboratoryPC8 weeksNone2060 minSpace Fortress
Validation of new online game-based executive function tasks for children Johann et al. [84]2018Journal, PsychologyGermanyBetween-subjects (pre-post); 2 groups (game-based version, standard version)Students 609.3138.1Laboratory (school)PC2 weeksNone2N/AGame-based tasks
Neural Plastic Effects of Cognitive Training on Aging Brain Leung et al. [85]2015Journal, PsychologyHong KongBetween-subjects (pre-post); 2 groups (control, CT)Older adults 2097078.4LaboratoryPC13 weeksNone3915 minBrain Fitness Program
The Benefits and Challenges of Implementing Motivational Features to Boost Cognitive Training OutcomeMohammed et al. [86]2017Journal, PsychologyUSABetween-subjects (pre-post); 2 groups (Tapback, Recall)University students11519.9858LaboratoryTablet4 weeksNone2020 minRecall the Game
Increased enjoyment using a tablet-based serious game with regularly changing visual elements: A pilot study Nagle et al. [87]2015Journal, Computer ScienceSwitzerlandBetween-subjects (pre-post); 2 groups (DDA, DDA-visual)Older adults of assisted living facilities1482.793Assisted living facilityTablet1 weekNone324 minThe Serious Game
High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training GameNagle et al. [88]2015Journal, PsychologySwitzerlandBetween-subjects (pre-post); 2 groups (AUTO, USER-CONTROL)Healthy older adults5169.948HomeTablet3 weeksNoneParticipant’s choiceParticipant’s choiceWM Training Game
Game elements improve performance in a working memory training task Ninaus et al. [42]2015Journal, Computer ScienceAustriaBetween-subjects (post); 2 groups (NOGAME, GAME)University students3023.880OnlinePC25 minNone125 minGAME
Game-based training of flexibility and attention improves task-switch performance: near and far transfer of cognitive training in an EEG study Olfers and Band [89]2017Journal, PsychologyNetherlandsBetween-subjects (pre-post); 3 groups (flexibility, attention, control/active)Healthy adults722356OnlinePC4 weeksNone20 (15 minimum)45 minLumosity
The Efficacy, Feasibility And Acceptability Of A Remotely Accessible Use Of CIRCuiTS, A Computerized Cognitive Remediation Therapy Program For Schizophrenia: A Pilot StudyPalumbo et al. [90]2019Journal, PsychiatryItalySingle groupSchizophrenia patients836.3727.5Home and HospitalPC3 monthsNone4060 minComputerized Interactive Remediation of Cognition—Training for Schizophrenia (CIRCuiTS)
A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4–8 Years Peijnenborgh et al. [91]2016Journal, Computer ScienceNetherlandsBetween-subjects (post); 2 groups (ND, ADHD)Normal development and ADHD children1366.3840.1Laboratory (school)PCSingle sessionNone120 minTimo’s Adventure
Racing dragons and remembering aliens: Benefits of playing number and working memory games on kindergartners’ numerical knowledgeRamani et al. [92]2019Journal, PsychologyUSABetween-subjects (post); 3 groups (number-based game, WM game, control)Kindergarteners 1485.9852Laboratory (school)TabletN/A4 to 6 weeks1625 to 30 minWM training: “Recall Them All”
A video game for the neuropsychological screening of children Rosetti et al. [93]2017Journal, Computer ScienceMexicoSingle groupStudents758.549SchoolPCSingle sessionNone120 to 40 minTowi video game
Computer-Based Training in Math and Working Memory Improves Cognitive Skills and Academic Achievement in Primary School Children: Behavioral ResultsSanchez-Perez et al. [94]2018Journal, PsychologySpainBetween-subjects (post); 2 groups (NOGAME, GAME)Students1579.1745.78SchoolPC13 weeks1 week2630 minWM Training Game
Cognitive Training Using a Novel Memory Game on an iPad in Patients with Amnestic Mild Cognitive Impairment (aMCI) Savulich et al. [95]2017Journal, PsychiatryUKBetween-subjects (pre-post); 2 groups (Game Show, clinic visits as usual)Patients with amnestic MCI4276.0540NSiPad4 weeksNoneN/A60 minGame Show
Development of and Adherence to a Computer-Based Gamified Environment Designed to Promote Health and Wellbeing in Older People with Mild Cognitive Impairment Scase et al. [96]2017Conference Paper, Computer ScienceUKBetween-subjects (post); 2 groups (retirement village, living separately)Older adults with MCI2475,1392HomeTablet47 daysNone2 to 5929 min on averageFind it, match it, solve it, complete it
Evidence for Narrow Transfer after Short-Term Cognitive Training in Older AdultsSouders et al. [97]2017Journal, PsychologyUSABetween-subjects (pre-post); 2 groups (Mind Frontiers, active control)Older adults6072.2557HomeTablet1 monthNone3045 minMind Frontiers
A New App for At-Home Cognitive Training: Description and Pilot Testing on Patients with Multiple Sclerosis Tacchino et al. [98]2015Journal, Computer ScienceItalySingle groupCognitive-impaired patients with MS 1649.0681.25HomeTablet8 weeksNone4030 minCognitive Training Kit (COGNI-TRAcK)
A New App for At-Home Cognitive Training: Description and Pilot Testing on Patients with Multiple Sclerosis Tacchino et al. [99]2020Journal, Computer ScienceItalySingle groupCognitive-impaired patients with MS 1552.666LaboratoryTablet8 weeksNone2045 to 60 minCMI-APP
The Effects of Computerized Cognitive Training With and Without Physical Exercise on Cognitive Function in Older Adults: An 8-Week Randomized Controlled Trial Ten Brinke et al. [100]2019Journal, MedicineCanadaBetween-subjects (pre-post); 3 groups (BAT, FBT, FBT + exercise)Older adults 4172.8873HomeTablet6 weeksNone1860 minFit Brains
Measuring the Impacts of Virtual Reality Games on Cognitive Ability Using EEG Signals and Game Performance DataWan et al. [101]2020Journal, Computer ScienceChinaBetween-subjects (pre-post); 2 groups (3D, VR)Healthy adults 2022.8530LaboratoryPC, VR set1 week1 monthN/A1.5 to 3 minSimon game and Merry Snowballs game
Game-Based Auxiliary Training System for improving visual perceptual dysfunction in children with developmental disabilities: A proposed design and evaluation Wuang et al. [102]2018Journal, Computer ScienceTaiwanBetween-subject (pre-post); 2 groups (GBATS, Conventional Visual Perceptual Training Program)Children with visual–perceptual dysfunction/delay607.5146LaboratoryTablet8 weeksNone1630 minGame-Based Auxiliary Training System (GBATS)
The malleability of executive function in early childhood: effects of schooling and targeted training Zhang et al. [103]2018Journal, PsychologyChinaBetween-subjects (pre-post); 4 groups (SG, WMT, ICT and GC)Primary school and kindergarteners 916.1250SchoolPC4 weeks3 months2015 minWM Training Game
A Newly Designed Mobile-Based Computerized Cognitive Addiction Therapy App for the Improvement of Cognition Impairments and Risk Decision Making in Methamphetamine Use Disorder: Randomized Controlled TrialZhu et al. [104]2018Journal, Computer ScienceChinaBetween-subjects (pre-post); 2 groups (CCAT, control)Adults with methamphetamine use disorder 4034.20LaboratoryTablet4 weeks None2060 minCCAT app
Table A2. Game elements used in the studies of the systematic review.
Table A2. Game elements used in the studies of the systematic review.
AuthorNarrative/StorytellingAvatarConflictCooperation/CompetitionAction PointsProgressionLevelsFeedbackDifficulty Adjustment
Ackermann et al. [62]0010N/A1111
Areces et al. [63]1010N/A0010
Armado et al. [64]0101N/A0000
Ballesteros et al. [65]0010N/A1111
Baniqued et al. [66]101011111
Biel et al. [67]001000010
Bikic et al. [68]001000111
Boendermaker et al. [69]001011111
Boletsis and McCallum [70]001010110
Boot et al. [71]101011111
Cujzek et al. [72]001011010
Dassen et al. [73]101010001
De Giglo et al. [74]001011010
De Vries et al. [75]111011111
Dörrenbächer and Kray [76]1N/A1111111
Double and Birney [77]000011001
Dovis et al. [78]111011110
Garolera et al. [79]111011111
Goghari et al. [80]001011111
Gray et al. [81]001111111
Hessl et al. [82]001011111
Janssen et al. [83]011011011
Johann et al. [84]1N/A1011111
Leung et al. [85]1010N/A1111
Mohammed et al. [86]101011111
Nagle et al. [87]100000011
Nagle et al. [88]100010001
Ninaus et al. [42]101011111
Olfers and Band [89]111010001
Palumbo et al. [90]1N/A10N/A1111
Peijnenborgh et al. [91]111011110
Ramani et al. [92]101011111
Rosetti et al. [93]111010010
Sanchez-Perez et al. [94]101011111
Savulich et al. [95]001010101
Scase et al. [96]100011000
Souders et al. [97]101011111
Tacchino et al. [98]0010N/A1111
Tacchino et al. [99]0010N/A1111
Ten Brinke et al. [100]001011110
Wan et al. [101]001011110
Wuang et al. [102]001011111
Zhang et al. [103]001011111
Zhu et al. [104]001001111

References

  1. Fleminger, S. Handbook of Memory Disorders; Baddeley, A.D., Wilson, B.A., Watts, F.N., Eds.; John Wiley & Sons Ltd.: Chichester, UK, 1995. [Google Scholar]
  2. Lépine, R.; Barrouillet, P.; Camos, V. What makes working memory spans so predictive of high-level cognition? Psychon. Bull. Rev. 2005, 12, 165–170. [Google Scholar] [CrossRef] [PubMed]
  3. Miyake, A.; Shah, P. Models of Working Memory: Mechanisms of Active Maintenance and Executive Control; Cambridge University Press: Cambridge, UK, 1999. [Google Scholar]
  4. Baddeley, A.D.; Hitch, G. Working Memory; Bower, G.H., Ed.; Psychology of Learning and Motivation; Academic Press: Hoboken, NJ, USA, 1974; Volume 8, pp. 47–89. [Google Scholar]
  5. Klingberg, T.; Fernell, E.; Olesen, P.J.; Johnson, M.; Gustafsson, P.; Dahlström, K.; Gillberg, C.G.; Forssberg, H.; Westerberg, H. Computerized Training of Working Memory in Children with ADHD-A Randomized, Controlled Trial. J. Am. Acad. Child Adolesc. Psychiatry 2005, 44, 177–186. [Google Scholar] [CrossRef] [PubMed]
  6. Miller, G.A. The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychol. Rev. 1956, 63, 81–97. [Google Scholar] [CrossRef] [PubMed]
  7. Cowan, N. The magical number 4 in short-term memory: A reconsideration of mental storage capacity. Behav. Brain Sci. 2001, 24, 87–114. [Google Scholar] [CrossRef]
  8. Goldstein, E.B. Cognitive Psychology: Connecting Mind, Research and Everyday Experience; Cengage Learning: Belmont, MA, USA, 2010. [Google Scholar]
  9. Insel, K.; Morrow, D.; Brewer, B.; Figueredo, A. Executive function, working memory, and medication adherence among older adults. J. Gerontol. Ser. B Psychol. Sci. Soc. Sci. 2006, 61, P102–P107. [Google Scholar] [CrossRef]
  10. Higgins, D.M.; Peterson, J.B.; Pihl, R.O.; Lee, A. Prefrontal cognitive ability, intelligence, Big Five personality, and the prediction of advanced academic and workplace performance. J. Personal. Soc. Psychol. 2007, 93, 298–319. [Google Scholar] [CrossRef]
  11. McVay, J.C.; Kane, M.J. Why does working memory capacity predict variation in reading comprehension? On the influence of mind wandering and executive attention. J. Exp. Psychol. 2012, 141, 302–320. [Google Scholar] [CrossRef]
  12. Thorell, L.B.; Lindqvist, S.; Bergman Nutley, S.; Bohlin, G.; Klingberg, T. Training and transfer effects of executive functions in preschool children. Dev. Sci. 2009, 12, 106–113. [Google Scholar] [CrossRef]
  13. Westerberg, H.; Jacobaeus, H.; Hirvikoski, T.; Clevberger, P.; Ostensson, M.L.; Bartfai, A.; Klingberg, T. Computerized working memory training after stroke-a pilot study. Brain Inj. 2007, 21, 21–29. [Google Scholar] [CrossRef]
  14. Craik, F.I.; Watkins, M.J. The role of rehearsal in short-term memory. J. Verbal Learn. Verbal Behav. 1973, 12, 599–607. [Google Scholar] [CrossRef]
  15. Bodie, G.D.; Powers, W.G.; Fitch-Hauser, M. Chunking, priming and active learning: Toward an innovative and blended approach to teaching communication-related skills. Interact. Learn. Environ. 2006, 14, 119–135. [Google Scholar] [CrossRef]
  16. Keogh, R.; Pearson, J. Mental imagery and visual working memory. PLoS ONE 2011, 6, e29221. [Google Scholar] [CrossRef]
  17. Turley-Ames, K.J.; Whitfield, M.M. Strategy training and working memory task performance. J. Mem. Lang. 2003, 49, 446–468. [Google Scholar] [CrossRef]
  18. Clare, L.; Woods, R.T.; Moniz Cook, E.D.; Orrell, M.; Spector, A. Cognitive rehabilitation and cognitive training for early-stage Alzheimer’s disease and vascular dementia. Cochrane Database Syst. Rev. 2003, 4, CD003260. [Google Scholar]
  19. Strobach, T.; Huestegge, L. Evaluating the Effectiveness of Commercial Brain Game Training with Working-Memory Tasks. J. Cogn. Enhanc. 2017, 1, 539–558. [Google Scholar] [CrossRef]
  20. Harvey, P.D.; McGurk, S.R.; Mahncke, H.; Wykes, T. Controversies in Computerized Cognitive Training. Biological psychiatry. Cogn. Neurosci. Neuroimaging 2018, 3, 907–915. [Google Scholar] [CrossRef]
  21. Green, C.S.; Bavelier, D. Exercising your brain: A review of human brain plasticity and training-induced learning. Psychol. Aging 2008, 23, 692–701. [Google Scholar] [CrossRef]
  22. Lampit, A.; Hallock, H.; Valenzuela, M. Computerized cognitive training in cognitively healthy older adults: A systematic review and meta-analysis of effect modifiers. PLoS Med. 2014, 11, e1001756. [Google Scholar] [CrossRef]
  23. Kueider, A.M.; Parisi, J.M.; Gross, A.L.; Rebok, G.W. Computerized cognitive training with older adults: A systematic review. PLoS ONE 2012, 7, e40588. [Google Scholar] [CrossRef]
  24. Jaeggi, S.M.; Buschkuehl, M.; Shah, P.; Jonides, J. The role of individual differences in cognitive training and transfer. Mem. Cogn. 2014, 42, 464–480. [Google Scholar] [CrossRef]
  25. Prins, P.; Dovis, S.; Ponsioen, A.; Brink, E.; Oord, S. Does Computerized Working Memory Training with Game Elements Enhance Motivation and Training Efficacy in Children with ADHD? Cyberpsychology Behav. Soc. Netw. 2011, 14, 115–122. [Google Scholar] [CrossRef] [PubMed] [Green Version]
  26. Bavelier, D.; Green, C.S.; Han, D.H.; Renshaw, P.F.; Merzenich, M.M.; Gentile, D.A. Brains on video games. Nat. Rev. Neurosci. 2011, 12, 763–768. [Google Scholar] [CrossRef] [PubMed]
  27. Johnson, D.M.; Horton, E.; Mulcahy, R.F.; Foth, M. Gamification and serious games within the domain of domestic energy consumption: A systematic review. Renew. Sustain. Energy Rev. 2017, 73, 249–264. [Google Scholar] [CrossRef]
  28. Barnes, J.J.; Nobre, A.C.; Woolrich, M.W.; Baker, K.; Astle, D.E. Training Working Memory in Childhood Enhances Coupling between Frontoparietal Control Network and Task-Related Regions. J. Neurosci. Off. J. Soc. Neurosci. 2016, 36, 9001–9011. [Google Scholar] [CrossRef]
  29. Ballesteros, S.; Mayas, J.; Prieto, A.; Toril, P.; Pita, C.; Laura, P.; Reales, J.M.; Waterworth, J.A. A randomized controlled trial of brain training with non-action video games in older adults: Results of the 3-month follow-up. Front. Aging Neurosci. 2015, 7, 45. [Google Scholar] [CrossRef]
  30. Morrison, A.B.; Chein, J.M. Does working memory training work? The promise and challenges of enhancing cognition by training working memory. Psychon. Bull. Rev. 2011, 18, 46–60. [Google Scholar] [CrossRef]
  31. Smith, G.E.; Housen, P.; Yaffe, K.; Ruff, R.; Kennison, R.F.; Mahncke, H.W.; Zelinski, E.M. A cognitive training program based on principles of brain plasticity: Results from the Improvement in Memory with Plasticity-based Adaptive Cognitive Training (IMPACT) study. J. Am. Geriatr. Soc. 2009, 57, 594–603. [Google Scholar] [CrossRef]
  32. Rossignoli-Palomeque, T.; Perez-Hernandez, E.; González-Marqués, J. Brain training in children and adolescents: Is it scientifically valid? Front. Psychol. 2018, 9, 565. [Google Scholar] [CrossRef]
  33. Melby-Lervåg, M.; Redick, T.S.; Hulme, C. Working Memory Training Does Not Improve Performance on Measures of Intelligence or Other Measures of “Far Transfer”: Evidence From a Meta-Analytic Review. Perspect. Psychol. Sci. 2016, 11, 512–534. [Google Scholar] [CrossRef]
  34. Shipstead, Z.; Redick, T.S.; Engle, R.W. Is working memory training effective? Psychol. Bull. 2012, 138, 628–654. [Google Scholar] [CrossRef]
  35. Holmes, J.; Gathercole, S.E.; Dunning, D.L. Adaptive training leads to sustained enhancement of poor working memory in children. Dev. Sci. 2009, 12, F9–F15. [Google Scholar] [CrossRef]
  36. Jaeggi, S.M.; Buschkuehl, M.; Jonides, J.; Perrig, W.J. Improving fluid intelligence with training on working memory. Proc. Natl. Acad. Sci. USA 2008, 105, 6829–6833. [Google Scholar] [CrossRef]
  37. Chein, J.M.; Morrison, A.B. Expanding the mind’s workspace: Training and transfer effects with a complex working memory span task. Psychon. Bull. Rev. 2010, 17, 193–199. [Google Scholar] [CrossRef]
  38. Nouchi, R.; Taki, Y.; Takeuchi, H.; Hashizume, H.; Akitsuki, Y.; Shigemune, Y.; Sekiguchi, A.; Kotozaki, Y.; Tsukiura, T.; Yomogida, Y.; et al. Brain training game improves executive functions and processing speed in the elderly: A randomized controlled trial. PLoS ONE 2012, 7, e29676. [Google Scholar] [CrossRef]
  39. Chacko, A.; Bedard, A.C.; Marks, D.J.; Feirsen, N.; Uderman, J.Z.; Chimiklis, A.; Rajwan, E.; Cornwell, M.; Anderson, L.; Zwilling, A.; et al. A randomized clinical trial of Cogmed Working Memory Training in school-age children with ADHD: A replication in a diverse sample using a control condition. J. Child Psychol. Psychiatry Allied Discip. 2014, 55, 247–255. [Google Scholar] [CrossRef]
  40. Hardy, J.L.; Nelson, R.A.; Thomason, M.E.; Sternberg, D.A.; Katovich, K.; Farzin, F.; Scanlon, M. Enhancing Cognitive Abilities with Comprehensive Training: A Large, Online, Randomized, Active-Controlled Trial. PLoS ONE 2015, 10, e0134467. [Google Scholar] [CrossRef]
  41. Gibson, B.S.; Gondoli, D.M.; Johnson, A.C.; Steeger, C.M.; Morrissey, R.A. The future promise of Cogmed working memory training. J. Appl. Res. Mem. Cogn. 2012, 1, 214–216. [Google Scholar] [CrossRef]
  42. Ninaus, M.; Pereira, G.; Stefitz, R.; Prada, R.; Paiva, A.; Neuper, C.; Wood, G. Game elements improve performance in a working memory training task. Int. J. Serious Games 2015, 2, 3–16. [Google Scholar] [CrossRef]
  43. Lee, T.S.; Goh, S.J.; Quek, S.Y.; Phillips, R.; Guan, C.; Cheung, Y.B.; Feng, L.; Teng, S.S.; Wang, C.C.; Chin, Z.Y.; et al. A brain-computer interface based cognitive training system for healthy elderly: A randomized control pilot study for usability and preliminary efficacy. PLoS ONE 2013, 8, e79419. [Google Scholar] [CrossRef]
  44. Shanahan, M.A.; Pennington, B.F.; Willcutt, E.W. Do motivational incentives reduce the inhibition deficit in ADHD? Dev. Neuropsychol. 2008, 33, 137–159. [Google Scholar] [CrossRef]
  45. Ryan, R.M.; Deci, E.L. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemp. Educ. Psychol. 2000, 25, 54–67. [Google Scholar] [CrossRef]
  46. Vygotsky, L.S. Interaction between learning and development. In Mind Soc.; Harvard University Press: Cambridge, UK, 1978; pp. 79–91. [Google Scholar] [CrossRef]
  47. Wood, D.; Bruner, J.S.; Ross, G. The role of tutoring in problem solving. J. Child Psychol. Psychiatry 1976, 17, 89–100. [Google Scholar] [CrossRef]
  48. Johnson, D.; Deterding, S.; Kuhn, K.A.; Staneva, A.; Stoyanov, S.; Hides, L. Gamification for health and wellbeing: A systematic review of the literature. Internet Interv. 2016, 6, 89–106. [Google Scholar] [CrossRef]
  49. Lumsden, J.; Edwards, E.A.; Lawrence, N.S.; Coyle, D.; Munafò, M.R. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy. JMIR Serious Games 2016, 4, e11. [Google Scholar] [CrossRef] [PubMed]
  50. Toda, A.M.; Klock, A.C.T.; Oliveira, W.; Palomino, P.T.; Rodrigues, L.; Shi, L.; Bittencourt, I.; Gasparini, I.; Isotani, S.; Cristea, A.I. Analyzing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learn. Environ. 2019, 6, 16. [Google Scholar] [CrossRef]
  51. Miller, A.S.; Cafazzo, J.A.; Seto, E. A game plan: Gamification design principles in mHealth applications for chronic disease management. Health Inform. J. 2016, 22, 184–193. [Google Scholar] [CrossRef] [PubMed]
  52. Arnab, S.; Lim, T.; Carvalho, M.B.; Bellotti, F.; de Freitas, S.; Louchart, S.; Suttie, N.; Berta, R.; De Gloria, A. Mapping learning and game mechanics for serious games analysis. Br. J. Educ. Technol. 2015, 46, 391–411. [Google Scholar] [CrossRef]
  53. Ferreira-Brito, F.; Fialho, M.; Virgolino, A.; Neves, I.; Miranda, A.C.; Sousa-Santos, N.; Caneiras, C.; Carriço, L.; Verdelho, A.; Santos, O. Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review. J. Biomed. Inform. 2019, 98, 103287. [Google Scholar] [CrossRef]
  54. Whyte, E.M.; Smyth, J.M.; Scherf, K.S. Designing Serious Game Interventions for Individuals with Autism. J. Autism Dev. Disord. 2015, 45, 3820–3831. [Google Scholar] [CrossRef]
  55. Vermeir, J.F.; White, M.J.; Johnson, D.; Crombez, G.; Van Ryckeghem, D. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020, 8, e18644. [Google Scholar] [CrossRef]
  56. Oldrati, V.; Corti, C.; Poggi, G.; Borgatti, R.; Urgesi, C.; Bardoni, A. Effectiveness of Computerized Cognitive Training Programs (CCTP) with Game-like Features in Children with or without Neuropsychological Disorders: A Meta-Analytic Investigation. Neuropsychol. Rev. 2020, 30, 126–141. [Google Scholar] [CrossRef]
  57. Cao, Y.; Huang, T.; Huang, J.; Xie, X.; Wang, Y. Effects and Moderators of Computer-Based Training on Children’s Executive Functions: A Systematic Review and Meta-Analysis. Front. Psychol. 2020, 11, 580329. [Google Scholar] [CrossRef]
  58. Bonnechère, B.; Langley, C.; Sahakian, B.J. The use of commercial computerised cognitive games in older adults: A meta-analysis. Sci. Rep. 2020, 10, 15276. [Google Scholar] [CrossRef]
  59. Lau, H.M.; Smit, J.H.; Fleming, T.M.; Riper, H. Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis. Front. Psychiatry 2017, 7, 209. [Google Scholar] [CrossRef]
  60. Page, M.J.; McKenzie, J.E.; Bossuyt, P.M.; Boutron, I.; Hoffmann, T.C.; Mulrow, C.D.; Shamseer, L.; Tetzlaff, J.M.; Aki, E.A.; Brennan, S.E.; et al. The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. PLOS Med. 2021, 18, e1003583. [Google Scholar] [CrossRef]
  61. Sterne, J.A.C.; Savović, J.; Page, M.J.; Elbers, R.G.; Blencowe, N.S.; Boutron, I.; Cates, C.J.; Cheng, H.-Y.; Corbett, M.S.; Eldridge, S.M.; et al. RoB 2: A revised tool for assessing risk of bias in randomised trials. BMJ 2019, 366, l4898. [Google Scholar] [CrossRef]
  62. Ackermann, S.; Halfon, O.; Fornari, E.; Urben, S.; Bader, M. Cognitive Working Memory Training (CWMT) in adolescents suffering from Attention-Deficit/Hyperactivity Disorder (ADHD): A controlled trial taking into account concomitant medication effects. Psychiatry Res. 2018, 269, 79–85. [Google Scholar] [CrossRef]
  63. Areces, D.; Dockrell, J.; Garcia, T.; Gonzalez-Castro, P.; Rodriguez, C. Analysis of cognitive and attentional profiles in children with and without ADHD using an innovative virtual reality tool. PLoS ONE 2018, 13, e0201039. [Google Scholar] [CrossRef]
  64. Amado, I.; Brénugat-Herné, L.; Orriols, E.; Desombre, C.; Dos Santos, M.; Prost, Z.; Krebs, M.O.; Piolino, P. A Serious Game to Improve Cognitive Functions in Schizophrenia: A Pilot Study. Front. Psychiatry 2016, 7, 64. [Google Scholar] [CrossRef]
  65. Ballesteros, S.; Mayas, J.; Prieto, A.; Ruiz-Marquez, E.; Toril, P.; Reales, J.M. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial. Front. Aging Neurosci. 2017, 9, 354. [Google Scholar] [CrossRef] [Green Version]
  66. Baniqued, P.L.; Allen, C.M.; Kranz, M.B.; Johnson, K.; Sipolins, A.; Dickens, C.; Ward, N.; Geyer, A.; Kramer, A.F. Working Memory, Reasoning, and Task Switching Training: Transfer Effects, Limitations, and Great Expectations? PLoS ONE 2015, 10, e0142169. [Google Scholar] [CrossRef]
  67. Biel, D.; Steiger, T.K.; Volkmann, T.; Jochems, N.; Bunzeck, N. The gains of a 4-week cognitive training are not modulated by novelty. Hum. Brain Mapp. 2020, 41, 2596–2610. [Google Scholar] [CrossRef] [PubMed]
  68. Bikic, A.; Leckman, J.F.; Christensen, T.Ø.; Bilenberg, N.; Dalsgaard, S. Attention and executive functions computer training for attention-deficit/hyperactivity disorder (ADHD): Results from a randomized, controlled trial. Eur. Child Adolesc. Psychiatry 2018, 27, 1563–1574. [Google Scholar] [CrossRef]
  69. Boendermaker, W.J.; Gladwin, T.E.; Peeters, M.; Prins, P.; Wiers, R.W. Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial. JMIR Serious Games 2018, 6, e10. [Google Scholar] [CrossRef]
  70. Boletsis, C.; McCallum, S. Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing. Int. J. Serious Games 2016, 3, 3–18. [Google Scholar] [CrossRef]
  71. Boot, W.R.; Souders, D.J.; Charness, N.; Blocker, K.; Roque, N.A.; Vitale, T. The Gamification of Cognitive Training: Older Adults’ Perceptions of and Attitudes Toward Digital Game-Based Interventions. In Human Aspects of IT for the Aged Population. Design for Aging; Springer: Cham, Switzerland, 2016. [Google Scholar]
  72. Cujzek, M.; Vranic, A. Computerized tabletop games as a form of a video game training for old-old. Neuropsychology, development, and cognition. Sect. B Aging Neuropsychol. Cogn. 2017, 24, 631–648. [Google Scholar] [CrossRef]
  73. Dassen, F.; Houben, K.; Van Breukelen, G.; Jansen, A. Gamified working memory training in overweight individuals reduces food intake but not body weight. Appetite 2018, 124, 89–98. [Google Scholar] [CrossRef]
  74. De Giglio, L.; De Luca, F.; Prosperini, L.; Borriello, G.; Bianchi, V.; Pantano, P.; Pozzilli, C. A low-cost cognitive rehabilitation with a commercial video game improves sustained attention and executive functions in multiple sclerosis: A pilot study. Neurorehabilit. Neural Repair 2015, 29, 453–461. [Google Scholar] [CrossRef]
  75. De Vries, M.; Prins, P.J.; Schmand, B.A.; Geurts, H.M. Working memory and cognitive flexibility-training for children with an autism spectrum disorder: A randomized controlled trial. J. Child Psychol. Psychiatry Allied Discip. 2015, 56, 566–576. [Google Scholar] [CrossRef]
  76. Dörrenbächer, S.; Kray, J. The Impact of Game-Based Task-Shifting Training on Motivation and Executive Control in Children with ADHD. J. Cogn. Enhanc. 2019, 3, 64–84. [Google Scholar] [CrossRef]
  77. Double, K.S.; Birney, D.P. The effects of personality and metacognitive beliefs on cognitive training adherence and performance. Personal. Individ. Differ. 2016, 102, 7–12. [Google Scholar] [CrossRef]
  78. Dovis, S.; Van der Oord, S.; Wiers, R.W.; Prins, P.J. Improving executive functioning in children with ADHD: Training multiple executive functions within the context of a computer game. a randomized double-blind placebo controlled trial. PLoS ONE 2015, 10, e0121651. [Google Scholar] [CrossRef] [PubMed]
  79. Garolera, M.; Berga, N.; Quintana, M.; Chico, G.; Cerulla, N.; López, M.; Donaire, Y.; Rimbau, J. ACTIVE-U: PLAYING TO STIMULATE YOUR BRAIN. In Proceedings of the 2nd International Workshop on Gamification in Health, gHealth 2015, Barcelona, Spain, 13 November 2015. [Google Scholar]
  80. Goghari, V.M.; Lawlor-Savage, L. Self-Perceived Benefits of Cognitive Training in Healthy Older Adults. Front. Aging Neurosci. 2018, 10, 112. [Google Scholar] [CrossRef]
  81. Gray, S.I.; Robertson, J.; Manches, A.; Rajendran, G. BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function. Int. J. Hum. Comput. Stud. 2019, 127, 124–149. [Google Scholar] [CrossRef]
  82. Hessl, D.; Schweitzer, J.B.; Nguyen, D.V.; McLennan, Y.A.; Johnston, C.; Shickman, R.; Chen, Y. Cognitive training for children and adolescents with fragile X syndrome: A randomized controlled trial of Cogmed. J. Neurodev. Disord. 2019, 11, 4. [Google Scholar] [CrossRef]
  83. Janssen, A.; Boster, A.; Lee, H.; Patterson, B.; Prakash, R.S. The effects of video-game training on broad cognitive transfer in multiple sclerosis: A pilot randomized controlled trial. J. Clin. Exp. Neuropsychol. 2015, 37, 285–302. [Google Scholar] [CrossRef]
  84. Johann, V.E.; Karbach, J. Validation of new online game-based executive function tasks for children. J. Exp. Child Psychol. 2018, 176, 150–161. [Google Scholar] [CrossRef]
  85. Leung, N.T.; Tam, H.M.; Chu, L.W.; Kwok, T.C.; Chan, F.; Lam, L.C.; Woo, J.; Lee, T.M. Neural Plastic Effects of Cognitive Training on Aging Brain. Neural Plast. 2015, 2015, 535618. [Google Scholar] [CrossRef]
  86. Mohammed, S.; Flores, L.; Deveau, J.; Hoffing, R.C.; Phung, C.; Parlett, C.M.; Sheehan, E.; Lee, D.; Au, J.; Buschkuehl, M.; et al. The Benefits and Challenges of Implementing Motivational Features to Boost Cognitive Training Outcome. J. Cogn. Enhanc. 2017, 1, 491–507. [Google Scholar] [CrossRef]
  87. Nagle, A.; Novak, D.; Wolf, P.; Riener, R. Increased enjoyment using a tablet-based serious game with regularly changing visual elements: A pilot study. Gerontechnology 2015, 14, 32–44. [Google Scholar] [CrossRef]
  88. Nagle, A.; Riener, R.; Wolf, P. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game. Front. Psychol. 2015, 6, 1774. [Google Scholar] [CrossRef]
  89. Olfers, K.; Band, G. Game-based training of flexibility and attention improves task-switch performance: Near and far transfer of cognitive training in an EEG study. Psychol. Res. 2018, 82, 186–202. [Google Scholar] [CrossRef]
  90. Palumbo, D.; Mucci, A.; Giordano, G.M.; Piegari, G.; Aiello, C.; Pietrafesa, D.; Annarumma, N.; Chieffi, M.; Cella, M.; Galderisi, S. The Efficacy, Feasibility and Acceptability of a Remotely Accessible Use of CIRCuiTS, A Computerized Cognitive Remediation Therapy Program For Schizophrenia: A Pilot Study. Neuropsychiatr. Dis. Treat. 2019, 15, 3103–3113. [Google Scholar] [CrossRef] [PubMed]
  91. Peijnenborgh, J.C.; Hurks, P.P.; Aldenkamp, A.P.; van der Spek, E.D.; Rauterberg, G.; Vles, J.; Hendriksen, J.G. A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4–8 Years. JMIR Serious Games 2016, 4, e15. [Google Scholar] [CrossRef] [PubMed]
  92. Ramani, G.B.; Daubert, E.N.; Lin, G.C.; Kamarsu, S.; Wodzinski, A.; Jaeggi, S.M. Racing dragons and remembering aliens: Benefits of playing number and working memory games on kindergartners’ numerical knowledge. Dev. Sci. 2020, 23, e12908. [Google Scholar] [CrossRef] [PubMed]
  93. Rosetti, M.F.; Gómez-Tello, M.F.; Victoria, G.; Apiquian, R. A video game for the neuropsychological screening of children. Entertain. Comput. 2017, 20, 1–9. [Google Scholar] [CrossRef]
  94. Sánchez-Pérez, N.; Castillo, A.; López-López, J.A.; Pina, V.; Puga, J.L.; Campoy, G.; González-Salinas, C.; Fuentes, L.J. Computer-Based Training in Math and Working Memory Improves Cognitive Skills and Academic Achievement in Primary School Children: Behavioral Results. Front. Psychol. 2018, 8, 2327. [Google Scholar] [CrossRef]
  95. Savulich, G.; Piercy, T.; Fox, C.; Suckling, J.; Rowe, J.B.; O’Brien, J.T.; Sahakian, B.J. Cognitive Training Using a Novel Memory Game on an iPad in Patients with Amnestic Mild Cognitive Impairment (aMCI). Int. J. Neuropsychopharmacol. 2017, 20, 624–633. [Google Scholar] [CrossRef]
  96. Scase, M.; Marandure, B.; Hancox, J.; Kreiner, K.; Hanke, S.; Kropf, J. Development of and Adherence to a Computer-Based Gamified Environment Designed to Promote Health and Wellbeing in Older People with Mild Cognitive Impairment. Stud. Health Technol. Inform. 2017, 236, 348–355. [Google Scholar]
  97. Souders, D.J.; Boot, W.R.; Blocker, K.; Vitale, T.; Roque, N.A.; Charness, N. Evidence for Narrow Transfer after Short-Term Cognitive Training in Older Adults. Front. Aging Neurosci. 2017, 9, 41. [Google Scholar] [CrossRef]
  98. Tacchino, A.; Pedullà, L.; Bonzano, L.; Vassallo, C.; Battaglia, M.A.; Mancardi, G.; Bove, M.; Brichetto, G. A New App for At-Home Cognitive Training: Description and Pilot Testing on Patients with Multiple Sclerosis. JMIR Mhealth Uhealth 2015, 3, e85. [Google Scholar] [CrossRef]
  99. Tacchino, A.; Veldkamp, R.; Coninx, K.; Brulmans, J.; Palmaers, S.; Hämäläinen, P.; D’hooge, M.; Vanzeir, E.; Kalron, A.; Brichetto, G.; et al. Design, Development, and Testing of an App for Dual-Task Assessment and Training Regarding Cognitive-Motor Interference (CMI-APP) in People with Multiple Sclerosis: Multicenter Pilot Study. JMIR Mhealth Uhealth 2020, 8, e15344. [Google Scholar] [CrossRef]
  100. Ten Brinke, L.F.; Best, J.R.; Chan, J.; Ghag, C.; Erickson, K.I.; Handy, T.C.; Liu-Ambrose, T. The Effects of Computerized Cognitive Training with and without Physical Exercise on Cognitive Function in Older Adults: An 8-Week Randomized Controlled Trial. The journals of gerontology. Ser. A Biol. Sci. Med. Sci. 2020, 75, 755–763. [Google Scholar] [CrossRef]
  101. Wan, B.; Wang, Q.; Su, K.; Dong, C.; Song, W.; Pang, M. Measuring the Impacts of Virtual Reality Games on Cognitive Ability Using EEG Signals and Game Performance Data. IEEE Access 2021, 9, 18326–18344. [Google Scholar] [CrossRef]
  102. Wuang, Y.P.; Chiu, Y.H.; Chen, Y.J.; Chen, C.P.; Wang, C.C.; Huang, C.L.; Wu, T.M.; Ho, W.H. Game-Based Auxiliary Training System for improving visual perceptual dysfunction in children with developmental disabilities: A proposed design and evaluation. Comput. Educ. 2018, 124, 27–36. [Google Scholar] [CrossRef]
  103. Zhang, Q.; Wang, C.; Zhao, Q.; Yang, L.; Buschkuehl, M.; Jaeggi, S.M. The malleability of executive function in early childhood: Effects of schooling and targeted training. Dev. Sci. 2019, 22, e12748. [Google Scholar] [CrossRef]
  104. Zhu, Y.; Jiang, H.; Su, H.; Zhong, N.; Li, R.; Li, X.; Chen, T.; Tan, H.; Du, J.; Xu, D.; et al. A Newly Designed Mobile-Based Computerized Cognitive Addiction Therapy App for the Improvement of Cognition Impairments and Risk Decision Making in Methamphetamine Use Disorder: Randomized Controlled Trial. JMIR Mhealth Uhealth 2018, 6, e10292. [Google Scholar] [CrossRef]
Figure 1. PRISMA flow chart.
Figure 1. PRISMA flow chart.
Applsci 12 09785 g001
Figure 2. Risk of bias assessment using Cochrane’s RoB2 tool.
Figure 2. Risk of bias assessment using Cochrane’s RoB2 tool.
Applsci 12 09785 g002
Table 1. Summary of studies included in the systematic review.
Table 1. Summary of studies included in the systematic review.
Author(s); YearSample; SizeMean Age (years); %Female
Ackermann et al.; 2018 [62]Adolescents; 6013.8; 21.66
Areces et al.; 2018 [63]Students with ADHD; 8810.2; 25
Armando et al.; 2016 [64]Schizophrenia patients; 838.6; 12.5
Ballesteros et al.; 2017 [65]Healthy adults; 5565.3; N/A *
Baniqued et al.; 2015 [66]Healthy adults; 9021; 57
Biel et al.; 2019 [67]Healthy older adults; 8363.93; 47
Bikic et al.; 2018 [68]Adolescents with ADHD; 709.95; 15.71
Boendermaker et al.; 2018 [69]Adolescents; 8413.7; 60
Boletsis and McCallum; 2016 [70]Healthy older adults; 567.6; N/A
Boot et al.; 2016 [71]Older adults; 6072.35; 57
Cujzek et al.; 2016 [72]Older adults; 2973.25; N/A
Dassen et al.; 2017 [73]Overweight adults; 6747.97; 75
De Giglio et al.; 2015 [74]MS patients; 5243.9; 74.3
De Vries et al.; 2015 [75]Children with autism spectrum disorder; 9010.56; 9
Dörrenbächer and Kray; 2018 [76]ADHD children; 2610.54; 30.76
Double and Birney; 2016 [77]Older adults; 79461.95; 77
Dovis et al.; 2015 [78]Children with ADHD; 8110.5; 20
Garolera et al.; 2015 [79]Children with a clinical diagnosis of ADHD; 1750–90 y.o; N/A
Goghari et al.; 2018 [80]Healthy older adults; 9770.5; 66.5
Gray et al.; 2019 [81]Children; 2811–23 y.o.; 42.85
Hessl et al.; 2019 [82]Children and adolescents with fragile X syndrome; 10015.28; 37
Janssen et al.; 2015 [83]MS patients; 2847.18; 75
Johann et al.; 2018 [84]Children; 609.31; 38
Leung et al.; 2015 [85]Older adults; 20970; 78.4
Mohammed et al.; 2017 [86]University students; 11519.98; 58
Nagle et al.; 2015 [87]Older adults; 1482.7; 93
Nagle et al.; 2015 [88]Healthy older adults; 5169.9; 48
Ninaus et al.; 2015 [42]University students; 3023.8; 80
Olfers and Band; 2017 [89]Healthy adults; 7223; 56
Palumbo et al.; 2019 [90]Schizophrenia patients; 836.37; 27.5
Peijnenborgh et al.; 2016 [91]Normal development and ADHD children; 1366.38; 40.1
Ramani et al.; 2016 [92]Kindergarteners; 1485.98; 52
Rosetti et al.; 2017 [93]Children; 758.5; 49
Sanchez-Perez et al.; 2018 [94]Children; 1579.17; 45.78
Savulich et al.; 2017 [95]Patients with amnestic MCI; 4276.05; 40
Scase et al.; 2017 [96]Older adults with MCI; 2475.13; 92
Souders et al.; 2017 [97]Older adults with MCI; 6072.25; 57
Tacchino et al.; 2015 [98]Cognitive-impaired patients with MS; 1649.06; 81.25
Tacchino et al.; 2020 [99]Cognitive-impaired patients with MS; 1552.6; 66
Ten Brinke et al.; 2019 [100]Older adults; 4172.88; 73
Wan et al.; 2020 [101]Healthy adults; 2022.85; 30
Wuang et al.; 2018 [102]Children with visual–perceptual dysfunction/delay; 607.51; 46
Zhang et al.; 2018 [103]Primary school students and kindergarteners; 916.12; 50
Zhu et al.; 2018 [104]Adults with methamphetamine use disorder; 4034.2; 0
* N/A = not available information.
Table 2. Description of games and GEs of studies included in the systematic review.
Table 2. Description of games and GEs of studies included in the systematic review.
StudyGameGame Elements *
Ackermann et al. [62]CogmedC, PR, LV, FB, DA
Areces et al. [63]AULA NesploraN/ST, C, FB
Armando et al. [64]3D VR Virtual TownAV, CM/CP
Ballesteros et al. [65]LumosityC, PR, LV, FB, DA
Baniqued et al. [66]Mind FrontiersN/ST, C, AP, PR, LV, FB, DA
Biel et al. [67]Typical two-back working memory task C, FB
Bikic et al. [68]ACTIVATEC, LV, FB, DA
Boendermaker et al. [69]Gamified Working Memory Capacity Training C, AP, PR, LV, FB, DA
Boletsis and McCallum [70]CogARCC, AP, LV, FB, CM/CP
Boot et al. [71]Mind FrontiersN/ST, C, AP, PR, LV, FB, DA
Cujzek et al. [72]PC version of card game BeloteC, AP, PR, FB
Dassen et al. [73]Gamified WM trainingN/ST, C, AP, DA
De Giglio et al. [74]Dr. Kawashima’s Brain Training C, AP, PR, FB
De Vries et al. [75]Braingame BrianN/ST, AV, C, AP, PR, LV, FB, DA
Dörrenbächer and Kray [76]Game-based CTN/ST, C, AP, PR, LV, FB, DA, CM/CP
Double and Birney [77]Active MemoryAP, PR, DA
Dovis et al. [78]Braingame BrianN/ST, AV, C, AP, PR, LV, FB
Garolera et al. [79]ACTIVE-UN/ST, AV, C, AP, PR, LV, FB, DA
Goghari et al. [80]BrainGymmer C, AP, PR, LV, FB, DA
Gray et al. [81]BrainQuestC, CM/CP, AP, PR, LV, FB, DA
Hessl et al. [82]CogmedC, AP, PR, LV, FB, DA
Janssen et al. [83]Space Fortress AV, C, AP, PR, FB, DA
Johann et al. [84]Game-based tasks N/ST, C, AP, PR, LV, FB, DA
Leung et al. [85]Brain Fitness Program N/ST, C, PR, LV, FB, DA
Mohammed et al. [86]Recall the GameN/ST, C, AP, PR, LV, FB, DA
Nagle et al. [87]The Serious GameN/ST, FB, DA
Nagle et al. [88]WM Training GameN/ST, AP, DA
Ninaus et al. [42]GAMEN/ST, C, AP, PR, LV, FB, DA
Olfers and Band [89]LumosityN/ST, AV, C, AP, DA
Palumbo et al. [90]Computerized Interactive Remediation of Cognition—Training for Schizophrenia (CIRCuiTS) N/ST, C, PR, LV, FB, DA
Peijnenborgh et al. [91]Timo’s Adventure N/ST, AV, C, AP, PR, LV, FB
Ramani et al. [92]WM training: “Recall Them All” N/ST, C, AP, PR, LV, FB, DA
Rosetti et al. [93]Towi video game N/ST, AV, C, CM/CP, AP, FB
Sanchez-Perez et al. [94]WM Training GameN/ST, C, AP, PR, LV, FB, DA
Savulich et al. [95]Game ShowC, AP, LV, DA
Scase et al. [96]Find it, match it, solve it, complete itST, AP, PR
Souders et al. [97]Mind FrontiersN/ST, C, AP, PR, LV, FB, DA
Tacchino et al. [98]Cognitive Training Kit (COGNI-TRAcK) C, PR, LV, FB, DA
Tacchino et al. [99]CMI-APP C, PR, LV, FB, DA
Ten Brinke et al. [100]Fit BrainsC, AP, PR, LV, FB
Wan et al. [101]Simon game and Merry Snowballs game C, AP, PR, LV, FB
Wuang et al. [102]Game-Based Auxiliary Training System (GBATS) C, AP, PR, LV, FB, DA
Zhang et al. [103]WM Training GameC, AP, PR, LV, FB, DA
Zhu et al. [104]CCAT app C, PR, LV, FB, DA
* N/ST = Narrative/Storytelling; AV = Avatar; C = Conflict; CM/CP = Cooperation and Competition; AP = Action Points; PR = Progression; LV = Levels; FB = Feedback; DA = Difficulty Adjustment.
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Share and Cite

MDPI and ACS Style

Chaldogeridis, A.; Tsiatsos, T. Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review. Appl. Sci. 2022, 12, 9785. https://doi.org/10.3390/app12199785

AMA Style

Chaldogeridis A, Tsiatsos T. Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review. Applied Sciences. 2022; 12(19):9785. https://doi.org/10.3390/app12199785

Chicago/Turabian Style

Chaldogeridis, Agisilaos, and Thrasyvoulos Tsiatsos. 2022. "Gamification Techniques and Best Practices in Computerized Working Memory Training: A Systematic Literature Review" Applied Sciences 12, no. 19: 9785. https://doi.org/10.3390/app12199785

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop