2020
DOI: 10.3389/fcomp.2020.00034
|View full text |Cite
|
Sign up to set email alerts
|

The Use of a Serious Game to Assess Inhibition Mechanisms in Children

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
8
0

Year Published

2021
2021
2023
2023

Publication Types

Select...
6
1
1

Relationship

0
8

Authors

Journals

citations
Cited by 10 publications
(8 citation statements)
references
References 52 publications
0
8
0
Order By: Relevance
“…Playing touchscreen video games may maintain or improve EF ability and potentially contribute to other cognitive functions. In recent years, there has also been a growing body of research on the use of games to assess and train cognitive abilities in a variety of ways [38][39][40][41][42]. Specialized and standardized therapeutic applications of video gaming may help people with EF deficits to maintain cognitive functions [43].…”
Section: Discussionmentioning
confidence: 99%
“…Playing touchscreen video games may maintain or improve EF ability and potentially contribute to other cognitive functions. In recent years, there has also been a growing body of research on the use of games to assess and train cognitive abilities in a variety of ways [38][39][40][41][42]. Specialized and standardized therapeutic applications of video gaming may help people with EF deficits to maintain cognitive functions [43].…”
Section: Discussionmentioning
confidence: 99%
“…A common approach is to adapt current tests to children by replacing the stimulus with cartoons to prevent reading problems [ 40 ] or idiomatic problems [ 35 ]. Regarding other tests and scales, Crepaldi et al developed a game that includes variations of the go/no-go and Stroop tests recording impulsivity, omissions, anticipation, and position errors [ 41 ]. In a different work, Delgado-Gómez et al study found a significant correlation between the results of the SWAN scale and the measures registered during an infinite runner-based video game [ 42 ].…”
Section: Related Workmentioning
confidence: 99%
“…VR has been successfully employed in the neurorehabilitation of several disease in adulthood after brain injury or stroke [ 43 , 44 , 45 , 46 ] and in the case of neurodegenerative diseases [ 47 , 48 ]. In childhood, VR and AR have been found effective in several conditions such as Autism Spectrum Disorder [ 49 , 50 ], Attention Deficit Hyperactivity Disorder (ADHD) [ 51 , 52 , 53 , 54 ], or cerebral palsy [ 55 , 56 , 57 , 58 ].…”
Section: Developmental Coordination Disordermentioning
confidence: 99%