Psychology

Psychology

ISSN Print: 2152-7180
ISSN Online: 2152-7199
www.scirp.net/journal/psych
E-mail: [email protected]
"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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[3] Successful Aging for Community-Dwelling Older Adults: An Experimental Study with a Tablet App
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[6] Data synthesis and classification through machine learning for detecting mild cognitive impairment
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[7] Effects of lithium on circadian rhythm and cognitive function in patients with bipolar disorder
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[8] A Study of Favorability of Puzzle Game Design for Older People
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[9] Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study
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[10] Development and Evaluation of Maze-Like Puzzle Games to Assess Cognitive and Motor Function in Aging and Neurodegenerative Diseases
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[11] Cognitive ability in virtual reality: Validity evidence for VR game‐based assessments
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[12] Mobile Technology for Cognitive Assessment of Older Adults: A Scoping Review
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[13] Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search
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[14] We built an Image Processing Toolkit for Card Games to Capture Digital Biomarkers of Cognitive Performance
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[15] Collecting Digital Biomarkers on Cognitive Health Through Computer Vision and Gameplay: an Image Processing Toolkit for Card Games
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[16] Assessment of Cognitive Performance in Elderly Life via Meaningful Play
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[17] Screening for Mild Cognitive Impairment through Digital Biomarkers of Cognitive Performance in Games
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[18] Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games
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[19] Cognitive abilitiy in virtual reality: validity evidence for VR game-based assessent
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[20] Serious Games and ML for Detecting MCI
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[21] Serious games to assess mild cognitive impairment:'The game is the assessment'
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[22] Machine learning and serious games: opportunities and requirements for detection of mild cognitive impairment
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[23] Serious games to assess mild cognitive impairment:'The game is the assessment.'
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[24] The acceptability of TV-based game platforms as an instrument to support the cognitive evaluation of senior adults at home
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[25] Methodological Issues of Quantifying Everyday Memory Phenomena With Paper and Electronic Diaries
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[26] Older Adult Gamers: Digital Game Genres and the Perceived Benefits of Gameplay
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[27] The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?
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[28] Exploring Malay Older User Motivation to Play Mobile Games
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[29] New frontiers in neuropsychology. The Padua Rehabilitation Tool: a new software for rehabilitation using touch-screen technology
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[30] Leisure Technology for the Elderly: A Survey, User Acceptance Testing and Conceptual Design
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[31] Neuropsychological Assessment from Traditional to ICT-Based Instruments
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[32] Trends on the application of serious games to neuropsychological evaluation: A scoping review
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[33] Metrics to monitor performance of patients with mild cognitive impairment using computer based games
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[34] Clinical Neuropsychology and Technology
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[35] Clinical Neuropsychology and Technology: What's New and How We Can Use It
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[36] 스마트폰 기반 장· 노년용 기억력 훈련프로그램의 인지기능 향상 효과: 예비 연구
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[37] Cognitive Assessment through “Casual Video Games” and Machine Learning
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[38] 스마트폰 기반 장· 노년용 기억력 훈련 프로그램의 인지기능 향상 효과: 예비 연구
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[39] The Effect of a smartphone-based memory training program on cognitive functioning in old-aged adults: A preliminary study
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[40] Cognitive Assessment through “Casual Video Games” and Machine Learning-Doctoral Consortium Contributions
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[41] Reasons for Playing Casual Video Games and Perceived Benefits Among Adults 18 to 80 Years Old
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[42] The Effects of Training in Bejeweled Blitz on Useful Field of View in Older Adults
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