Significant improvement in the effect of DKBT on ST, SDMT, and some MSQoL subscales was observed. Improvements were also observed in the cognitive subscales MFIS and PASAT, but this improvement was not significant
Computerized cognitive rehabilitation training (Captain’s Log)
Usual care
Children with HIV
157 (; limited ;)
24 sessions, 1 hour, 3 days per week
The overall KABC-II mental processing index, knowledge, and planning improved significantly compared to passive controls. Significant improvements were seen in CogState Groton maze chasing, card detection, and learning in both CCRT arms. However, in other CogState memory or attention measures, TOVA, BRIEF, and CBCL were there any different in the arms
Active video game-based (AVG) physical activity program
Aerobic exercise program
Elderly
27 (;)
36 sessions, 3 times a week, 12 weeks
In the AVG group, only executive function and delayed memory improved, and in the aerobic group, visual attention, executive function, delayed memory, short-term memory, and overall cognition improved. However, we did not find significant differences between groups in the performance of cognitive tests. This suggests that the benefits of AVG exercise may be similar to those of regular aerobic exercise
To complete two levels of each minigame approximately 25–30 minutes in total
The iGEQ test showed improvement in positive effect, immersion, and challenge. However, some values indicate specific problems in several small games. Also, the usability score by the SUS test in CogARC was higher
20 sessions, 15 minutes per day, 5 days per week, 4 weeks
The results showed that in all measures of executive function, TMT-B, and two measures of processing speed, the intervention game had a better result than the Tetris game as control. However, there is no significant difference between the effect of Brain Age and Tetris in measuring global cognitive status and all attention measures
Attention, processing speed, immediate, delayed visual recognition memory, and the two dimensions of the well-being scale (affection and assertiveness) showed significant improvement
Action video game (Medal of Honor: Rising Sun (MoHRS))
Waitlist (usual care)
Traumatic brain injury (TBI)
26 (;)
8 sessions, 2 hours, 8 weeks
The intervention resulted in a significant improvement in game performance and an effect of lag in both groups showed by the attentional blink task. The detection of the second target at all-time lags showed great progress for the intervention group. Also, the attention training group showed a significant improvement in map search (2 min), but this improvement was not significant in the other two TEA methods. In contrast, a significant decrease was observed in the TAU group. No improvement was observed in the BRIEF-A (executive performance) or GSES (self-efficacy) scales
8-18 sessions, 2-3 sessions per week, 1 hour, 4–6 weeks
Unlike the control group, in the intervention group, a significant improvement in patients’ WMS scores and efficiency was observed. Significant interaction was also seen on work efficiency of sustained attention
A computer-based training platform (Brain Powered Games (BPG) package)
—
At-risk African children
33
24 sessions, 45 min, 3 days per week, 2 months
Attention measurements (TOVA omissions), processing speed (TOVA response time), basic visuomotor tracking speed (GMLT chase test), and problem solving (GMLT learning test) were significantly improved. In contrast, TOVA percent commission errors and KABC-II nonverbal index composite score did not significantly improve as a result of BPG training
Peripersonal neglect on the line bisection task, MMSE, and the attentional matrices showed a significant improvement. Despite the improvement in postsession test performance, this improvement was not stable until the end of the rehabilitation period and a five-month follow-up showed that the patient remained stable
Turkish Online Journal of Educational Technology (TOJET)
Taiwan+Canada
Non-RCT
Somatosensory video game trainings (three games)
Usual care
Elderly
35 (IG: ; IG: ; CG: ; CG: )
12-24 sessions, 30 min, 3 times per week, 4 and 8 weeks
In most participants, after 8 weeks of follow-up, selective attention in immediate effect, carry-forward effects, and overall effect improved significantly and did not show rapid improvement overall. In the end, they concluded that the use of somatosensory video games to promote the selective attention of the elderly with disabilities is a good approach
An active control group with simulation strategy games
Elderly
55 (;)
16 session, 40–50 min, 10–12 weeks
Contrary to the measurement of selective attention and working memory, a significant improvement was seen in the performance of participants in the training sessions While both groups progressed similarly in the Corsi block task, a marginal training effect was observed for the N-back task, and no progress was observed for the Stroop task in the experimental group
Attention tests (trial making test A and correct digit symbol substitution test items), and the apathy inventory (AI) showed significant differences between MeMo and nonactive MeMo groups
A game-based cognitive training program (Caribbean Quest)
Waitlist (usual care)
Children with autism
20 (;)
24 sessions, 30 min, approximately 3 times per week, 8–10 weeks
Executive function or attention performance measures: the error rate in the intervention group was significantly lower compared to the control group. For KiTAP “owls” (divided attention) or “ghost ball” (sustained attention) tasks and WISC-IV spatial span or digit span tasks, no differences were observed compared to before the intervention. There was a significant difference in errors between the intervention and control groups in the visual-spatial WM task of “colored boxes.” Academic fluency: fewer errors in the intervention group than the control group were significant. There was no difference in oral reading fluency in the intervention group
International Journal of Environmental Research and Public Health
China
RCT
Brainastic computerized cognitive training (CCT)
Video watching on history, art, literature, and science+physical exercise
Elderly
232 (IG1: multidomain ; IG2: two-domain ; video watching+)
IG1, IG2: 24 sessions, 1 hour min Brainastic CCT session
The improvement in frailty status, learning ability, and verbal memory ability was quite visible in the participants in the intervention groups (multi-/two-domain CCT+PE) compared to the control participants. Multidomain CCT did not perform better in improving frailty status or cognitive function than two-domain CCT
Multisensory stimulation in virtual reality (RehAtt)
—
Chronic neglect after stroke
15
15 sessions, 1 hour, 3 times per week, 5 weeks
Improvement due to training was seen in the baking tray task, star cancellation test, and extinction test. Fewer missed goals in Posner’s task were improved. CBS continued to show improvements in daily activities, both immediately after training and after 6 months of follow-up
Preselected games (Kinect Adventures and Kinect Sports)
A balance platform therapy (BPT) by Biodex Medical Systems
Traumatic brain injury (TBI)
21 (IG:; CG:)
18 sessions, 1 hour, 3 per week, 6 weeks
CB&M scores improved in both groups, but only UBS and TUG increased in the VGT group. Also, in the VGT group, selective attention was significantly improved
Except for the WTAR test, other tests (BDI-II, PASAT, SDMT, SRT, LTS, CLTR, and WLG) did not show significant improvement in the intervention group. There was evidence in improving skill acquisition and feasibility of the intervention, but there was no evidence of widespread transfer to cognitive function tasks. However, an improvement in spatial short-term memory was seen in participants. Also, attention and executive function did not show significant improvement, and verbal memory showed a higher rate in the control group. The visual memory in the intervention group showed a significant improvement. No significant change was seen in the transition to long-term spatial memory measurements by the 10/36 spatial recall delay version. Also, no significant results were observed for higher-order functions, which are measured by the demand for verbal fluency of the word list generation task
A placebo control arcade game (Tetris), useful field of view (UFOV) training program, a usual care control group
Elderly
58 (IG: ; CG:; CG:; CG:)
6 sessions, 90 min, 2–3 weeks
Significant improvement was seen in UFOV compared to game groups. On the other hand, a significant improvement was observed in all three intervention groups compared to the noncontact control group. Also, contrary to the findings observed in the younger adults, there was no difference between the two game states
Significant improvements in specific motor skills and cognitive, social, and emotional skills were seen in children. No withdrawal of children was performed in any of the skills from different areas
The performance of online cognitive games in participants was improved by participants with repetitive practices. Unlike factors such as age, education, and a positive attitude towards technology, the significant effect of the number of game times on performance improvement was statistically quite clear