Psychology

Psychology

ISSN Print: 2152-7180
ISSN Online: 2152-7199
www.scirp.org/journal/psych
E-mail: psych@scirp.org
"Examining the Neurocognitive Validity of Commercially Available, Smartphone-Based Puzzle Games"
written by Oonagh Thompson, Suzanne Barrett, Christopher Patterson, David Craig,
published by Psychology, Vol.3 No.7, 2012
has been cited by the following article(s):
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[1] Successful Aging for Community-Dwelling Older Adults: An Experimental Study with a Tablet App
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[2] The effect of strategy game types on inhibition
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[3] Money Management: Serious Games for the Elderly
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[4] Data synthesis and classification through machine learning for detecting mild cognitive impairment
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[5] Effects of lithium on circadian rhythm and cognitive function in patients with bipolar disorder
2021
[6] A Study of Favorability of Puzzle Game Design for Older People
2021
[7] Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study
JMIR serious …, 2021
[8] Development and Evaluation of Maze-Like Puzzle Games to Assess Cognitive and Motor Function in Aging and Neurodegenerative Diseases
2020
[9] Cognitive ability in virtual reality: Validity evidence for VR game‐based assessments
2020
[10] Mobile Technology for Cognitive Assessment of Older Adults: A Scoping Review
2019
[11] Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search
2019
[12] We built an Image Processing Toolkit for Card Games to Capture Digital Biomarkers of Cognitive Performance
2019
[13] Collecting Digital Biomarkers on Cognitive Health Through Computer Vision and Gameplay: an Image Processing Toolkit for Card Games
2019
[14] Assessment of Cognitive Performance in Elderly Life via Meaningful Play
2019
[15] Screening for Mild Cognitive Impairment through Digital Biomarkers of Cognitive Performance in Games
2019
[16] Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games
2019
[17] Cognitive abilitiy in virtual reality: validity evidence for VR game-based assessent
2019
[18] Serious Games and ML for Detecting MCI
2019
[19] Serious games to assess mild cognitive impairment:'The game is the assessment'
2018
[20] Machine learning and serious games: opportunities and requirements for detection of mild cognitive impairment
2018
[21] Serious games to assess mild cognitive impairment:'The game is the assessment.'
2018
[22] The acceptability of TV-based game platforms as an instrument to support the cognitive evaluation of senior adults at home
2017
[23] Methodological Issues of Quantifying Everyday Memory Phenomena With Paper and Electronic Diaries
2017
[24] Older Adult Gamers: Digital Game Genres and the Perceived Benefits of Gameplay
2017
[25] The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?
2017
[26] Exploring Malay Older User Motivation to Play Mobile Games
Advances in Visual Informatics, 2017
[27] New frontiers in neuropsychology. The Padua Rehabilitation Tool: a new software for rehabilitation using touch-screen technology
2017
[28] Leisure Technology for the Elderly: A Survey, User Acceptance Testing and Conceptual Design
International Journal of Advanced Computer Science and Applications, 2017
[29] Neuropsychological Assessment from Traditional to ICT-Based Instruments
Encyclopedia of E-Health and Telemedicine, 2016
[30] Trends on the application of serious games to neuropsychological evaluation: A scoping review
Journal of Biomedical Informatics, 2016
[31] Metrics to monitor performance of patients with mild cognitive impairment using computer based games
2016
[32] Clinical Neuropsychology and Technology
Springer International Publishing, 2016
[33] Clinical Neuropsychology and Technology: What's New and How We Can Use It
2016
[34] 스마트폰 기반 장· 노년용 기억력 훈련프로그램의 인지기능 향상 효과: 예비 연구
2015
[35] Cognitive Assessment through “Casual Video Games” and Machine Learning
2015
[36] 스마트폰 기반 장· 노년용 기억력 훈련 프로그램의 인지기능 향상 효과: 예비 연구
한국심리학회지: 건강, 2015
[37] Reasons for Playing Casual Video Games and Perceived Benefits Among Adults 18 to 80 Years Old
Cyberpsychology, Behavior, and Social Networking, 2013
[38] The Effects of Training in Bejeweled Blitz on Useful Field of View in Older Adults
Restorative Neurology and Neuroscience, 2013
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