Using Serious Games to (re)train Cognition in Adolescents

Publication date

2017

Authors

Boendermaker, W.J.ISNI 0000000419516322
Peeters, MargotISNI 0000000390696920
Prins, P. J. M.
Wiers, R. W.

Editors

Ma, Minhua
Oikonomou, Andreas

Advisors

Supervisors

Document Type

Part of book
Open Access logo

License

taverne

Abstract

Cognitive training has been studied in the context of many psychological disorders, including attention deficit hyperactivity disorder (ADHD), anxiety, depression, and addiction. While several studies have found clinically relevant training effects, both in preclinical (experimental) and in clinical settings, cognitive training is often experienced as rather boring. Therefore, several studies have recently started to integrate serious gaming techniques into cognitive training paradigms to enhance motivation to train, especially among younger subjects. In this chapter, we discuss the relevant theoretical frameworks supporting both the trainings and the gamification techniques, review several attempts that have been made so far, and discuss the progress that has currently been made. The chapter will end with a number of recommendations, based on published evidence, as well as our own experience in this field.

Keywords

Cognitive training, Substance use, Adolescents, Serious games, Taverne

Citation

Boendermaker, W J, Peeters, M, Prins, P J M & Wiers, R W 2017, Using Serious Games to (re)train Cognition in Adolescents. in M Ma & A Oikonomou (eds), Serious Games and Edutainment Applications : Volume II. vol. 2, Springer, pp. 307-321. https://doi.org/10.1007/978-3-319-51645-5_14