2018
DOI: 10.1371/journal.pone.0206925
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EXPANSE: A novel narrative serious game for the behavioral assessment of cognitive abilities

Abstract: EFs are a set of processes that supports many cognitive domains as goal setting, monitoring, planning, and cognitive-behavioural flexible control. Currently, many standardized paper-and-pencil tests or scales are used to assess EFs. These tests are easy to administer, score, and interpret but present some limitations in terms of generalizability of behaviours in real life. More recently, Information and Communication Technology has provided a higher ecological validity in the EFs assessment. In order to increa… Show more

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Cited by 22 publications
(15 citation statements)
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“…Mobile platforms (smartphones and tablets) are being used for cognitive assessment of older adults, improving repeated and continuous assessment [ 115 ]. Additionally, cognitive assessment through serious video game playing has been tested in multiple populations, including children and adolescents [ 116 ], adults and older adults [ 117 , 118 ] and as possible tools for cognitive screening in neurodegenerative diseases [ 119 ]. The potentiality of exergames that promote physical activity with and without combined cognitive training for cognitive decline prevention and neurorehabilitation remain to be further explored [ 120 ], particularly in older adults.…”
Section: Monitoring Cognitive Performance and Brain Functionmentioning
confidence: 99%
“…Mobile platforms (smartphones and tablets) are being used for cognitive assessment of older adults, improving repeated and continuous assessment [ 115 ]. Additionally, cognitive assessment through serious video game playing has been tested in multiple populations, including children and adolescents [ 116 ], adults and older adults [ 117 , 118 ] and as possible tools for cognitive screening in neurodegenerative diseases [ 119 ]. The potentiality of exergames that promote physical activity with and without combined cognitive training for cognitive decline prevention and neurorehabilitation remain to be further explored [ 120 ], particularly in older adults.…”
Section: Monitoring Cognitive Performance and Brain Functionmentioning
confidence: 99%
“…If the patterns of responses are similar, it is likely that the game measures response inhibition in a similar way to a go/no-go task. This process is what Chicchi Giglioli et al [ 51 ] followed when evaluating their game, EXPANSE , which gamified the dot probe task, go/no-go task, Stroop task, trail making task, and Wisconsin Card Sorting Test. Participants were asked to complete both the standard tasks and game-based versions.…”
Section: Resultsmentioning
confidence: 97%
“…As digital games have not been traditionally used for cognitive assessments, they need to be evaluated for their relation to cognition; for example, researchers may want to know whether people with and without ADHD display different mouse behaviors [ 102 ] or if scores on a gamified go/no-go task correlate to correct responses on a traditional go/no-go task [ 51 , 59 , 62 , 69 ].…”
Section: Resultsmentioning
confidence: 99%
“…Overview As digital games have not been traditionally used for cognitive assessments, they need to be evaluated for their relation to cognition; for example, researchers may want to know whether people with and without ADHD display different mouse behaviors [102] or if scores on a gamified go/no-go task correlate to correct responses on a traditional go/no-go task [51,59,62,69].…”
Section: Evaluation Of the Assessment Aspectmentioning
confidence: 99%