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

被引:7
作者
Chaldogeridis, Agisilaos [1 ]
Tsiatsos, Thrasyvoulos [1 ]
机构
[1] Aristotle Univ Thessaloniki, Informat Dept, Thessaloniki 54124, Greece
来源
APPLIED SCIENCES-BASEL | 2022年 / 12卷 / 19期
关键词
computerized cognitive training; working memory; gamification; game elements; EXECUTIVE FUNCTIONS; MULTIPLE-SCLEROSIS; COGNITIVE-ABILITY; BRAIN PLASTICITY; FAR TRANSFER; GAME; CHILDREN; INTELLIGENCE; PERFORMANCE; ADHERENCE;
D O I
10.3390/app12199785
中图分类号
O6 [化学];
学科分类号
0703 ;
摘要
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.
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页数:27
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