“…Task focus Abilities of game players (action video games, puzzle games) [4,[10][11][12][13] Education/Training/Health Awareness focus Cyber-therapy classroom [14] Intelligences [15] Health awareness [16,17] Cognitive (working memory) training [18] Medical/clinical focus CBT (cognitive behavioural therapy) [19] Cognitive tests: CPT (continuous performance test) [7,20,21]; Stop-signal or Go/No-go [22,23] Working memory [24][25][26][27] Eye-gaze [28][29][30] Neurofeedback/Brain Computer Interfaces: EEG (electroencephalogram) theta/beta [31,32]; SCP (slow cortical potentials) [33,34] Other biofeedback [9] It can be seen that most examples of games in the above list are concerned either with tasks to assess the effect of game playing on human performance or are for therapy, and a number of these are based on cognitive tests used more generally. One CPT game devised by the authors and other colleagues, SnappyApp, was intended for monitoring only [21] (see later), while another, QbTest, has been developed to aid diagnosis and monitoring [7].…”