TY - JOUR
T1 - The Impact of Game-Based Interventions on Adult Cognition
T2 - A Systematic Review
AU - Coelho, Franz
AU - Gonçalves, Daniel
AU - Abreu, Ana Maria
N1 - Publisher Copyright:
© 2025 Taylor & Francis Group, LLC.
PY - 2025
Y1 - 2025
N2 - 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.
AB - 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.
KW - adult cognition
KW - Games
KW - gamification
KW - human-computer interaction
KW - interdisciplinary projects
UR - http://www.scopus.com/inward/record.url?scp=85218689874&partnerID=8YFLogxK
U2 - 10.1080/10447318.2025.2462746
DO - 10.1080/10447318.2025.2462746
M3 - Article
AN - SCOPUS:85218689874
SN - 1044-7318
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
ER -