The impact of game-based interventions on adult cognition: a systematic review

Franz Coelho*, Daniel Gonçalves, Ana Maria Abreu

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

Abstract

This 10-year systematic review examines the impact of game-based interventions (GBI) on adult cognition, covering game-based learning and training, serious games, gamification, and exergames. The research followed PRISMA guidelines and Cochrane recommendations for bias assessment. We reviewed 1,398 articles and selected 42 studies (26 randomized trials, 16 non-randomized). Our findings highlight the influence of contextual factors on GBI, such as culture and individual traits. We emphasize the predominance of digital over analog applications, reflecting GBI’s connection to Human-Computer Interaction (HCI). This review underscores GBI’s interdisciplinary nature and the need for high-quality research standards. We examined 23 outcome categories and found positive effects in areas like Satisfaction, Flow, Learning, Motivation, and Perception, though with varying bias risks. On average, GBI designs incorporated nine game elements. Most interventions used Puzzle and Simulation genres, were single-player, 2D, and computer-based. Innovations in neurophysiological tools, movement monitoring, and virtual reality offer promising HCI research avenues.

Original languageEnglish
Number of pages37
JournalInternational Journal of Human-Computer Interaction
DOIs
Publication statusAccepted/In press - 24 Feb 2025

Keywords

  • Games
  • Gamification
  • Adult cognition
  • Interdisciplinary projects
  • Human-computer interaction

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