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The effect of virtual reality-based serious games in cognitive interventions: a meta-analysis study

Published: 13 October 2016 Publication History

Abstract

The meta-analysis is a statistical procedure applied to a systematic review of the literature on a particular theme, combining data from several investigations. Its relevance to clinical practice and research is high, taking into account the need to assess, objectively, the effectiveness of several interventions. This study stems from the need to systematize the studies on the effectiveness of virtual reality, augmented reality and mixed reality in cognitive stimulation, rehabilitation or cognitive training, allowing the analysis of their effectiveness and sustaining its spread by clinicians. Therefore, a total of 151 papers were screened and analyzed, allowing a final sample of 11 randomized controlled trial studies. Virtual reality-based serious games interventions have shown larger effect-sizes than traditional interventions, allowing faster and more effective improvements of several cognitive abilities.

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  • (2024)Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical TrialLife10.3390/life1412165114:12(1651)Online publication date: 12-Dec-2024
  • (2024)Efficacy of virtual reality-based training programs and games on the improvement of cognitive disorders in patients: a systematic review and meta-analysisBMC Psychiatry10.1186/s12888-024-05563-z24:1Online publication date: 12-Feb-2024
  • (2024)Serious Games for the Treatment of Children with ADHD: The BRAVO ProjectInformation Systems Frontiers10.1007/s10796-023-10457-8Online publication date: 18-Jan-2024
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    cover image ACM Other conferences
    REHAB '16: Proceedings of the 4th Workshop on ICTs for improving Patients Rehabilitation Research Techniques
    October 2016
    135 pages
    ISBN:9781450347655
    DOI:10.1145/3051488
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 13 October 2016

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    Author Tags

    1. cognitive intervention
    2. cognitive rehabilitation
    3. cognitive training
    4. meta-analysis
    5. serious games
    6. virtual reality

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    Cited By

    View all
    • (2024)Active Video Games Using Virtual Reality Influence Cognitive Performance in Sedentary Female University Students: A Randomized Clinical TrialLife10.3390/life1412165114:12(1651)Online publication date: 12-Dec-2024
    • (2024)Efficacy of virtual reality-based training programs and games on the improvement of cognitive disorders in patients: a systematic review and meta-analysisBMC Psychiatry10.1186/s12888-024-05563-z24:1Online publication date: 12-Feb-2024
    • (2024)Serious Games for the Treatment of Children with ADHD: The BRAVO ProjectInformation Systems Frontiers10.1007/s10796-023-10457-8Online publication date: 18-Jan-2024
    • (2023)Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disordersNeuroscience & Biobehavioral Reviews10.1016/j.neubiorev.2023.105156(105156)Online publication date: Apr-2023
    • (2022)Improving adaptive and cognitive skills of children with an intellectual disability and/or autism spectrum disorder: Meta-analysis of randomised controlled trials on the effects of serious gamesInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10048833(100488)Online publication date: Sep-2022
    • (2021)Applying machine learning to a virtual serious game for neuropsychological assessment.2021 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON46332.2021.9454138(946-949)Online publication date: 21-Apr-2021
    • (2020)Developing a participatory game creation e-course in the field of Intellectual Disability2020 IEEE Conference on Games (CoG)10.1109/CoG47356.2020.9231811(732-735)Online publication date: Aug-2020

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