You are on page 1of 11

GAMES FOR HEALTH JOURNAL: Research, Development, and Clinical Applications

Volume 11, Number 6, 2022


ª Mary Ann Liebert, Inc.
DOI: 10.1089/g4h.2022.0109

Open camera or QR reader and


scan code to access this article
and other resources online.

The Cognitive Processes Behind Commercialized Board


Games for Intervening in Mental Health and Education:
A Committee of Experts

Nuria Vita-Barrull, MS,1,2 Jaume March-Llanes, PhD,1 Núria Guzmán, MS,3 Verónica Estrada-Plana, PhD,1
Maria Mayoral, PhD,4,5 Jorge Moya-Higueras, PhD1,6; and the Conectar Jugando Experts Committe*
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

Abstract

Background: The use of modern board games has been growing past years in education, research, and mental
health attendance. Often one professional selects games by his/her criteria depending on his/her objective with
them. We evaluated the cognitive processes inherent to each modern board game to obtain a consensus of the
cognitive profile of each. We explain how to choose the most suitable board games in future interventions.
Materials and Methods: Fifteen education, mental health, and neuroscience research professionals with board
games experience participated in an online assessment of 27 modern board games. Experts received a virtual
neuroeducation formation and played the games selection for further analysis. Participants answered a Likert
scale about 12 cognitive processes activated with each game.
Results: All modern board games obtained a high level of agreement (intraclass correlation [ICC] > 0.75).
Besides, most cognitive processes reached a high agreement, except for cognitive flexibility and problem-
solving (moderate range: 0.5 > ICC > 0.75). Differentiated cognitive profiles have been obtained for each game,
some of which could work on more than one cognitive domain at a time. Finally, initial evidence about which
board game mechanisms activate with cognitive domain was found.
Conclusion: To conclude, this expert consensus methodology became a useful tool for assessing the cognitive
profile behind modern board and card games. The results obtained may facilitate the choice of games to be used
in future studies depending on the objective cognitive domain to be trained under a criterion based on the
observations of a group of experts and not just the researcher’s individual criteria.

Keywords: Hot and cool executive function, Modern board and card games, Expert consensus, Psychosocial
intervention, Mental health

Introduction were designed with more innovative and varied mechanisms


than traditional board games.2–4 Besides, some light modern

B oard and card games are characterized by presenting


a fixed set of rules that limit the number of pieces on
a board, the number of positions for such pieces, and the
board games (also known as ‘‘fillers’’ by gamers) rely on
one specific cognitive process resembling assessment tools
commonly used in neuropsychological assessment.5 In ad-
number of possible moves.1 Modern board games (created dition, it is supposed that board games benefit certain psy-
after 1950 by recognized authors) are more aesthetic and chological processes6 by enhancing brain activity.7
1
Department of Psychology, Faculty of Education, Psychology and Social Work, University of Lleida, Lleida, Spain.
2
Mercurio Distribuciones, Móstoles, Spain.
3
Atención, Familia, Infancia, Mayores (AFIM21), Almerı́a, Spain.
4
Instituto de Investigación Sanitaria Gregorio Marañón (IiSGM), Madrid, Spain.
5
Centre for Biomedical Research Network on Mental Health (CIBERSAM), Instituto de Salud Carlos III, Madrid, Spain.
6
Centre for Biomedical Research Network on Mental Health (CIBERSAM), Instituto de Salud Carlos III, Barcelona, Spain.
*For the list of members, see the Acknowledgments section.

414
COGNITION BEHIND MODERN BOARD AND CARD GAMES 415

Recent studies have showed that cognitive interventions Procedure


based on modern board games are effective in maintaining Step 1: Selection of modern board and card games and
cognitive health in older people.8–12 In general population the experts for the consensus. Coordinators of the expert
but also in clinical cases, some other studies have shown that consensus selected 27 modern board and card games (ac-
executive functioning may be improved using these games in cording to the definition by Sousa and Bernardo2) commer-
children.5,13,14 Specifically, Vita-Barrull et al.5 found that it cialized by a Spanish board game editorial. The selection
is possible to transfer the effects of cognitive training to how was performed by convenience sampling, based on past
executive functions are applied to the real world, decreasing studies about cognitive interventions with modern board
executive dysfunctions and increasing the cognitive health of games,5 but broaden the number of games to use them for
children. In addition, some studies have shown that modern future research. Two co-authors of this article (N.V.-B. and
board games may also be useful in decreasing psychopath- J.M.-H.) selected three games per cognitive process ac-
ological symptoms14,15 and improving social functioning in cording to their experience with those games.
psychiatric patients.15,16 So, the selected games were (see Supplementary Table
However, past interventions had an important limitation. All S1 for descriptions and theoretical allocation in the main
the studies mentioned above have used modern board games cognitive domain) as follows: Alles Tomate!,18 Barnyard
without being sure that the games selected properly activated Buddies,19 Bee Alert,20 Blurble,21 Brain Connect,22 Catch
the cognitive and emotional processes intended to work. How the Match,23 Chakra,24 CLACK!,25 Connect the
the authors selected those games but not others remains usually Thoughts,26 Dice Academy,27 Halli Galli,28 Kaleidos Ju-
unknown. In professional settings, the selection of games in nior,29 Layers,30 Le Roi Sommeil,31 Look Around,32 Magic
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

mental health interventions is based on the researchers’ indi- Mandala,33 Magic Fold,34 Monster Match,35 Ohanami,36
vidual criteria according to their knowledge of the processes Pickomino,37 Piraten Kapern,38 Saboteur,39 Sherlock Ex-
that are supposed to be inherent in these games. It is often press,40 Shrimp,41 Speed Cups,42 Streams,43 and Super
performed by one unique professional, with his/her own bias. Taki.44 The members of the committee were invited to
For all the above, it is considered that a multidisciplinary participate as a convenience sample too.
expert consensus with experience in the professional use
of modern board games for educational and mental health
Step 2: Expert’s formation and play the game’ selec-
purposes can lead to a systematic and consensual analysis of
tion. The experts were trained in executive functions and
the games to guide future cognitive interventions. In the
associated cognitive processes so that they all started from
present study, we also performed an exploratory analysis
the same concepts before the game’s assessment. Their
about the associations between board game mechanisms and
training was evaluated through tests and video activities
the cognitive profile of the games to show one possible ap-
developed by the project coordination team (Supplementary
plication of the methodology of expert consensus.
Material). Once the training phase was completed, the ex-
Materials and Methods perts received the 27 selected games. They had to play at
least three times each game for its correct evaluation.
Overview
The present research used a methodology based on experts’ Step 3: Modern board games assessment by ex-
opinions. However, this methodology depends entirely on the perts. The experts evaluated the degree to which the
professional experience and formation of each member.17 In games activated 12 cognitive processes using an online
the present study, professional experience was controlled by questionnaire created ad hoc. According to the scientific
inviting reputed people in the field of board games, education, literature,45–48 the cognitive domains were as follows: ver-
and mental health in Spain. Regarding the formation on the bal working memory, visuospatial working memory, verbal
cognitive processes, we designed a methodology to minimize short-term memory, visuospatial short-term memory, inhi-
the subjective bias. Methodology included in the Conectar bition, cognitive flexibility, planning, reasoning, problem-
Jugando project approved by the Ethics Committee of the solving, affective decision-making, processing speed, and
Arnau de Vilanova Hospital in Lleida (CEIC-2371). verbal fluency (see definitions in Table 1 and in which
mental health problems they are affected).
Participants Each cognitive process was assessed using a 4-point
Likert scale (0 = None, 1 = Low, 2 = Moderate, 3 = High), and
Fourteen experts with experience in using modern board
each score had to be accompanied by a justification from
games as a tool of intervention participated in this expert con-
the expert.
sensus. Experts were recruited between December 2019 and
January 2020 from community associations, public schools,
Step 4: Agreement analysis and elaboration of the cogni-
private mental health clinics, and a neuropsychology research
tive profile of the games. Finally, we analyzed the degree
group in Spain. The average age of all experts was 41 years
of agreement between the experts in their evaluations of the
(standard deviation [SD] = 9.71, 64.29% women), with an av-
games and cognitive processes. We obtained the cognitive
erage working experience of 14 years (SD = 10.03) in education,
profiles of each modern board and card game.
mental health, and/or research, and an average working expe-
rience in playful methodologies of 7 years (SD = 8.38). Three co-
Statistical analysis
authors of this article (N.V.-B., N.G., and J.M.-H.) participated
as coordinators of the expert consensus without participating in First, to take into account the subjective bias of each ex-
the systematic evaluation of the games. The only compensation pert, we also analyzed rater agreement on cognitive functions
the experts received was the games analyzed themselves. and modern board and card games using the intraclass
416 VITA-BARRULL ET AL.

Table 1. Definitions of the Executive Functions Assessed and Deficiencies


Found in Different Mental Health Problems
Deficiencies in mental
Cognitive domain Definition health problems
Basic cool EF
Verbal working memory Ability to maintain, manipulate, and ADHD,70 antisocial disorder,71
update linguistic information. depression,72,73 pediatric
depression,74 Alzheimer’s
disease,75 PTSD,76 dyscalculia77
Visuospatial working Ability to maintain, manipulate, and ADHD,70,78 antisocial disorder,79
memory update information from visual and depression,72 MCI75
spatial stimuli.
Verbal short-term memory Ability to keep linguistic information in PTSD,76 dyscalculia77
mind for a short time.
Visuospatial short-term Ability to keep visual and spatial ADHD78
memory information in mind for a short time.
Inhibition Ability to inhibit automatic responses ADHD,70 Parkinson’s disease,80
when necessary. schizophrenia,81 pediatric
depression,74 addiction82
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

Cognitive flexibility Ability to shift the focus of attention ADHD,70 depression,72,73


between multiple tasks, operations, or Parkinson’s disease,80 autism,83
mental sets. schizophrenia,81 pediatric
depression,74 Alzheimer’s
disease75
Complex cool EF
Planning Ability to formulate, evaluate, and select ADHD,70 psychopathy,84
the actions necessary to achieve a goal. Parkinson’s disease,80 autism,83
schizophrenia,81 depression73
Reasoning Ability to make associations between ADHD,70 psychopathy,85
elements so that generalizations can be Alzheimer’s disease75
reached. It allows making logical
deductions based on the information
available.
Problem-solving The process of working through the Schizophrenia81
details of a problem to find a solution.
Hot EF
Affective decision-making Selection process of one or more possible Parkinson’s disease,80
options under a particular risk in which schizophrenia86
rational and emotional processes are
used.
Other related cognitive domains
Processing speed Result of the time required to perceive MCI75
and process the information and
prepare and execute a response.
Verbal fluency Ability to retrieve linguistic information Parkinson’s disease,80 pediatric
from long-term memory from depression,74 Alzheimer’s
phonological (sounds) and semantic disease75
(categories) elements.
ADHD, attention-deficit and hyperactivity disorder; EF, executive functions; MCI, mild cognitive impairment; PTSD, post-traumatic
stress disorder.

correlation (ICC). An expert consensus about the cognitive know whether the initial selection of games (with the
processes presents in different play actions of a virtual criteria/intuition of two authors of the present study)
game49 used two criteria to assess experts’ agreement. We agreed on the decision by the experts committee. So, we
used the most restrictive criterion that considers ICCs lower calculated the percentage of agreement between the the-
than 0.5 as low reliability, ICCs between 0.5 and 0.75 as oretical main process active for selecting each game
moderate, ICCs between 0.75 and 0.9 as good, and ICCs (Supplementary Material) and the two most important
higher than 0.9 as excellent reliability.50 Second, we ana- cognitive processes because of the expert consensus. Fi-
lyzed the median scores of all the experts for each game in nally, we performed the Mann–Whitney U test to analyze
each cognitive process. whether specific board game mechanisms differed or not
This procedure helped us to find which game should be in concrete cognitive domains. We calculated the Cohen’s
better to train each cognitive process. We also wanted to d effect size.51
COGNITION BEHIND MODERN BOARD AND CARD GAMES 417

Results processes (from verbal short-term memory ICC = 0.76 to


Experts’ agreement in modern board and card games
visuospatial short-term memory ICC = 0.88) and reasoning
(ICC = 0.84). Excellent reliability was obtained in the re-
We obtained ICCs indicative of excellent reliability in maining cognitive domains (from inhibition ICC = 0.91 to
all modern board and card games (from Look Around and verbal fluency ICC = 0.99).
Streams ICC = 0.91 to Bee Alert ICC = 0.97). We found two
exceptions: Kaleidos Junior (ICC = 0.89) and Pickomino Cognitive profiles of the selected games
(ICC = 0.89). The ICCs were interpreted as good reliability
(see all the results in Table 2). Table 3 shows medians (M) and interquartile ranges (IRs)
that selection of games obtained in each cognitive domain
Experts’ agreement in cognitive domains analyzed. To maximize higher activation and lower dis-
crepancies between experts, we decided that the best games
ICCs for each cognitive domain can be seen in Table 3. for each cognitive domain were those with the highest me-
ICCs showed moderate reliability in cognitive flexibility dian and the lowest IR.
(ICC = 0.51) and problem-solving (ICC = 0.74). We obtained According to this criterion, the best games for each cog-
ICCs indicative of good reliability in all types of memory nitive domain analyzed were as follows: Alles Tomate!
(M = 2.5, IR = 3) for verbal working memory; Kaleidos Ju-
Table 2. Average Measure Intraclass nior (M = 1.5, IR = 3) for verbal short-term memory; Bee
Correlation Coefficients of Each Modern Board Alert and Le Roi Sommeil (both M = 3, IR = 1) for visuos-
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

or Card Game and for Each Cognitive Domain patial working and short-term memory; Halli Galli and
Shrimp (both M = 3, IR = 1) for inhibition; Magic Fold,
Intraclass Shrimp, and Super Taki (all of them M = 3, IR = 1) for cog-
Modern board or card game correlation
nitive flexibility; Brain Connect, Chakra, and Saboteur (all of
Bee Alert 0.97 them M = 3, IR = 0) for planning; Brain Connect (M = 2.5,
Connect the Thoughts 0.95 IR = 1) for reasoning; Magic Fold and Saboteur (both M = 2,
Blurble 0.96 IR = 1) for problem-solving; Saboteur and Pickomino (both
Brain Connect 0.96 M = 3, IR = 1) for affective decision-making; Connect the
Chakra 0.94 Thoughts, CLACK!, Halli Galli, Kaleidos Junior, Monster
CLACK! 0.96 Match, Catch the Match, Barnyard Buddies, Sherlock Ex-
Dice Academy 0.95 press, Shrimp, and Speed Cups (all of them M = 3, IR = 0) for
Halli Galli 0.95 processing speed; and Blurble, Dice Academy, and Look
Piraten Kapern 0.93
Kaleidos Junior 0.89 Around (all of them M = 3, IR = 0) for verbal fluency. Some
Layers 0.92 modern board and card games obtained high scores in all
Look Around 0.91 types of executive functions (Fig. 1).
Magic Mandala 0.93
Magic fold 0.94 Percentage of agreement between expert consensus
Monster Match 0.92 and initial selection of the games per cognitive domain
Streams 0.91
Ohanami 0.93 When the games were analyzed for selecting them before
Catch the Match 0.93 the experts committee, we suspected that most of the games
Le Roi Sommeil 0.94 required processing speed because of their mechanisms. We
Pickomino 0.89 suspected that several games activated processing speed
Barnyard Buddies 0.92 but also another cognitive domain to win the game. So, only
Saboteur 0.94 three games were previously selected as activating proces-
Sherlock Express 0.92 sing speed because it was suspected that processing speed
Shrimp 0.94
Speed Cups 0.94 was the only cognitive domain implied when playing (Sup-
Super Taki 0.92 plementary Material). Thus, we analyzed the data consider-
Alles Tomate! 0.94 ing an agreement between preselection analysis and experts’
consensus when the initial cognitive domain coincided with
Intraclass the first or the second cognitive domain according to expert
Cognitive domain correlation consensus. The percentage of agreement was 74.1% (N = 20
Verbal working memory 0.87 games). The discrepancies are shown in Table 3.
Visuospatial working memory 0.81
Verbal short-term memory 0.76 Board game mechanisms and differences
Visuospatial short-term memory 0.88 in cognitive domains
Inhibition 0.91
Cognitive flexibility 0.51 As Sousa et al.52 suggested, the study of game elements,
Planning 0.96 such as game mechanisms, and their relation to the goals we
Reasoning 0.84 must use in a game, is a key objective to better understand
Problem-solving 0.74 how games can be applied for specific purposes. Game
Affective decision-making 0.94 mechanisms could be defined as those characteristics of the
Processing speed 0.98
Fluency 0.99 game that imply players interacting according to the games
rules to generate game (and cognitive) dynamics.52,53 The
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

Table 3. Medians and Interquartile Ranges of the Cognitive Domains Assessed in Modern Board and Card Games’ Selection
Affective
Verbal Verbal Problem- decision- Processing
WM, Visuospatial STM, Visuospatial Inhibition, Flexibility, Planning, Reasoning, solving, making, speed, Fluency, Matching
Game M (IR) WM, M (IR) M (IR) STM, M (IR) M (IR) M (IR) M (IR) M (IR) M (IR) M (IR) M (IR) M (IR) (Y/N)
Alles Tomate! 2.5 (3) 2 (1) 1 (2) 2 (1) 2 (1) 1 (2) 0 (0) 0 (0) 0 (1) 0 (0) 3 (1) 2 (2) Y
Barnyard Buddies 0 (1) 1 (3) 0 (0) 1 (2) 2 (0) 2 (1) 1 (1) 1.5 (2) 0 (1) 0 (0) 3 (0) 0 (0) Y
Bee Alert 0 (0) 3 (1) 0 (1) 3 (1) 1 (1) 1.5 (1) 0 (0) 0 (1) 0 (0) 0 (1) 0 (0) 0 (0) Y
Blurble 2 (3) 0 (0) 1 (2) 0 (0) 1.5 (1) 1 (1) 0 (0) 0 (1) 0 (0) 0 (0) 3 (1) 3 (0) Y
Brain Connect 0 (0) 2 (2) 0 (0) 1 (1) 0 (1) 1.5 (2) 3 (0) 2.5 (1) 2 (2) 0 (0) 3 (1) 0 (0) N
Catch the Match 0 (1) 1.5 (3) 0 (1) 1.5 (1) 2 (0) 2 (1) 0.5 (1) 0 (1) 0 (1) 0 (0) 3 (0) 0.5 (1) Y
Chakra 0 (0) 1 (2) 0 (0) 1 (2) 1 (1) 2 (1) 3 (0) 2 (2) 1.5 (3) 1 (1) 0 (1) 0 (0) Y
CLACK! 0 (0) 2 (1) 0 (1) 1.5 (1) 2 (1) 2 (1) 0 (0) 0 (1) 0 (0) 0 (0) 3 (0) 0 (0) Y
Connect the 0 (0) 1.5 (2) 0 (0) 1.5 (1) 1 (1) 1.5 (1) 0.5 (1) 0 (1) 0 (0) 0 (0) 3 (0) 0 (0) N
Thoughts
Dice Academy 2 (3) 0 (1) 1 (1) 0 (1) 2 (1) 2.5 (1) 0 (1) 0.5 (1) 0 (0) 0 (0) 3 (1) 3 (0) Y
Halli Galli 0 (0) 1.5 (3) 0 (0) 1 (2) 3 (1) 2 (2) 0 (0) 0 (1) 0 (2) 0 (0) 3 (0) 0 (0) Y

418
Kaleidos Junior 2 (2) 2 (3) 1.5 (3) 1.5 (2) 1 (2) 2.5 (2) 1 (1) 1.5 (2) 0 (1) 0 (0) 3 (0) 3 (1) Y
Layers 0 (0) 3 (2) 0 (0) 2 (2) 1 (1) 2 (2) 2 (2) 0.5 (3) 2 (2) 0 (1) 3 (1) 0 (0) N
Le Roi Sommeil 0 (1) 3 (1) 0 (0) 3 (1) 1 (1) 2 (2) 0 (1) 0 (0) 0 (0) 1 (2) 1 (1) 0 (0) Y
Look Around 2 (2) 0.5 (2) 1 (2) 0 (1) 1 (1) 2 (2) 0 (1) 1 (2) 0 (1) 1 (1) 3 (1) 3 (0) Y
Magic Fold 0 (0) 3 (2) 0 (0) 3 (3) 1 (0) 3 (1) 2 (1) 2 (2) 2 (1) 1 (2) 3 (1) 0 (0) N
Magic Mandala 0 (0) 3 (2) 0 (0) 2 (2) 1 (1) 1 (1) 1.5 (2) 1 (2) 1.5 (2) 0 (0) 3 (1) 0 (0) N
Monster Match 0 (1) 1 (2) 0 (1) 2 (1) 2.5 (1) 2 (1) 1 (1) 0.5 (1) 0 (1) 0.5 (2) 3 (0) 0 (0) Y
Ohanami 0 (0) 1.5 (2) 0 (0) 0 (2) 0 (1) 2 (0) 3 (1) 2 (1) 0.5 (2) 2 (1) 0 (1) 0 (0) Y
Pickomino 0 (0) 0.5 (1) 0 (0) 0 (1) 1 (2) 1.5 (1) 1 (2) 2 (2) 1.5 (3) 3 (1) 0 (1) 0 (0) Y
Piraten Kapern 0 (0) 0 (1) 0 (0) 0 (0) 1 (2) 2 (2) 2 (1) 2 (3) 2 (2) 2.5 (1) 0 (1) 0 (0) Y
Saboteur 0 (0) 0 (2) 0 (0) 1 (1) 0.5 (1) 2 (1) 3 (0) 2 (1) 2 (1) 3 (1) 0 (1) 0 (0) Y
Sherlock Express 0 (1) 2 (2) 0 (1) 2 (2) 2 (1) 2 (1) 0 (1) 2 (1) 1 (2) 0 (0) 3 (0) 0 (0) N
Shrimp 0 (1) 1.5 (2) 0 (1) 1 (2) 3 (1) 3 (1) 0 (1) 0.5 (2) 0 (1) 0.5 (1) 3 (0) 0 (1) Y
Speed Cups 0 (0) 2 (3) 0 (0) 2 (2) 1 (1) 2 (2) 2 (2) 0 (2) 0 (2) 0 (0) 3 (0) 0 (0) Y
Streams 0 (0) 0 (1) 0 (1) 0 (0) 1 (1) 2 (2) 2.5 (1) 2 (1) 1.5 (2) 2 (2) 0 (1) 0 (0) Y
Super Taki 0 (0) 1 (1) 0 (1) 0 (1) 0 (1) 3 (1) 2 (1) 1 (1) 1 (2) 2 (1) 1 (0) 0 (0) Y
Matching: match between the criteria for preselecting the games with the final median from the committee.
IR, interquartile range; M, median; N, no; STM: short-term memory; WM, working memory; Y, yes.
Pickomino Piraten kapern

Verbal WM¹ Verbal WM¹


Visuospatial Visuospatial
Fluency* Fluency*
WM¹ WM¹
Processing Processing
Verbal STM¹ Verbal STM¹
speed* speed*

Visuospatial Visuospatial
Affective D-M³ Affective D-M³
STM¹ STM¹

Problem- Problem-
Inhibition¹ Inhibition¹
solving² solving²
Reasoning² Flexibility¹ Reasoning² Flexibility¹
Planning² Planning²
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

Saboteur Streams
Verbal WM¹ Verbal WM¹
Visuospatial Visuospatial
Fluency* Fluency*
WM¹ WM¹
Processing Processing
Verbal STM¹ Verbal STM¹
speed* speed*

Visuospatial Visuospatial
Affective D-M³ Affective D-M³
STM¹ STM¹

Problem- Problem-
Inhibition¹ Inhibition¹
solving² solving²
Reasoning² Flexibility¹ Reasoning² Flexibility¹
Planning² Planning²

Supertaki Ohanami
Verbal WM¹
Verbal WM¹
Visuospatial Visuospatial
Fluency* Fluency*
WM¹ WM¹

Processing Processing
Verbal STM¹ Verbal STM¹
speed* speed*

Visuospatial Visuospatial
Affective D-M³ Affective D-M³
STM¹ STM¹

Problem- Problem-
Inhibition¹ Inhibition¹
solving² solving²
Reasoning² Flexibility¹ Reasoning² Flexibility¹
Planning² Planning²

FIG. 1. Radial plots of the cognitive profiles from some multidomain board and card games. 1 = Basic Cool Executive
Functions; 2 = Complex Cool Executive Functions; 3 = Hot Executive Functions; *Other related cognitive domains. Af-
fective D-M, affective decision-making; STM, short-term memory; WM, working memory.

419
420 VITA-BARRULL ET AL.

Table 4. Differences in Cognitive Domains Between Games with Specific Mechanisms


Pattern Set Pattern
Memory building collection recognition Real time Lose a
(N = 3) (N = 7) (N = 3) (N = 11) (N = 12) turn (N = 5)
Cognitive domain U d U d U d U d U d U d
Verbal working 44.00 0.18 65.50 0.10 28.50 0.22 86.50 0.03 73.00 0.32 58.00 0.07
memory
Visuospatial working 63.50** 0.84 75.50 0.12 20.50 0.47 110.00 0.43 128.50 0.78 61.50 0.16
memory
Verbal short-term 41.50 0.11 65.50 0.10 28.50 0.22 89.00 0.02 73.00 0.32 55.50 0.01
memory
Visuospatial 67.50** 0.93 66.50 0.08 14.50 0.67 113.00 0.49 127.50 0.75 72.50 0.43
short-term memory
Inhibition 37.50 0.00 47.00 0.51 18.00 0.55 142.00** 1.20 106.00 0.30 106.00*** 1.55
Cognitive flexibility 16.50 0.62 41.50 0.64 45.00 0.27 129.50* 0.86 81.00 0.17 58.00 0.07
Planning 10.50* 0.82 94.50 0.54 65.00* 0.96 56.50 0.63 87.00 0.06 21.50* 0.88
Reasoning 9.00* 0.87 58.50 0.25 61.50* 0.82 78.50 0.18 84.50 0.10 40.50 0.35
Problem-solving 18.00 0.57 78.00 0.17 55.50 0.61 65.50 0.44 91.00 0.02 34.50 0.51
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

Affective decision- 29.50 0.23 58.00 0.26 61.50* 0.82 62.00 0.51 49.50* 0.82 42.00 0.32
making
Processing speed 25.00 0.36 72.50 0.05 6.00* 1.00 137.50* 1.065 144.00** 1.18 77.50 0.56
Fluency 39.00 0.04 63.50 0.14 27.00 0.27 95.00 0.13 68.50 0.41 52.00 0.07
N = number of games with that mechanism. U = U of Mann–Whitney test. d = Cohen’s D statistic. 0 < d < 0.20 = null effect; 0.20
< d < 0.50 = small effect; 0.50 < d < 0.80 = intermediate effect; d > 0.80 = large effect. Significance level: *= p < .05; **= p < .01;
***= p < .001. Total number of games = 27. According to the Board Game Geek65 and Engelstein and Shalev,53 the mechanisms are
defined as Memory (‘‘Hidden, trackable information whose tracking gives players an advantage’’), pattern building (‘‘Players must
configure game components in sophisticated patterns in order to score or trigger actions’’), set collection (‘‘The value of items is
dependent on being part of a set’’), pattern recognition (‘‘Players must recognize a known or emergent pattern created by the game
components to gain objectives or win the game). This could for instance involve markers, typically with a color or symbol, placed to
certain locations on a board, or relative to the other markers, forming an abstract or meaningful pattern, requiring deductive reasoning
by players to determine its significance,’’ real time (‘‘There are no turns. Players play as quickly as possible, subject to certain
constraints, until the game or phase is completed’’), lose a turn (‘‘A player who ‘Loses a Turn’ must skip their next opportunity for a
turn, and will go to the next round, or the next time their turn arises’’).

games analyzed by the experts committee accounted a total individual decisions are usually worse than actuarial/
of 23 different game mechanisms. To test whether the game scientific judgments.57,58 So, for approximating to an ac-
mechanisms differed in the cognitive domains activated ac- tuarial perspective, we designed a methodology of expert
cording to expert consensus, we focused only on mechanisms consensus.
that were present in, at least, three games. The results are The first step was assessing the consistency of the experts
shown in Table 4. To sum up, all the mechanisms except rating each concept (cognitive process in our case) and
for pattern building were associated with at least one cog- game.59 Following the standard procedure,59,60 we found that
nitive domain. All the results must be interpreted in the same most of the processes achieved a good level of reliability. In
way. Games with that mechanism activated more a concrete fact, Hallgren60 proposed that, for maximizing inter-rater
cognitive domain, according to expert consensus. reliability: (i) all the sample (of games in our case) should be
rated by all the experts; (ii) the system of ratings should be
Likert-type scale; (iii) the assessment should not have any
Discussion
restriction of range (what we achieved by selected very
Modern board and card games are increasingly accom- different games that were suspected to activate very different
panied by educational labels, even therapeutic in some cases cognitive processes); (iv) a considerable amount of training
(to improve mental health outcomes), on their cognitive, should be done to the experts to homogenize their criteria.
emotional, and social benefits. However, few studies have We overcomed these issues in the present study, so we can
been performed to confirm these statements.12,13,54–56 be confident that the cognitive processes were analyzed in
Usually, the first issue when researching or applying board a homogeneous way, minimizing the subjective and initial
games is how to select them. How we decide that a particular background bias of the experts.
game activates a specific cognitive/emotional process? Pro- Visser and Swank61 pointed that a committee of experts
fessionals usually trust in their own knowledge, deciding with only open discussions will facilitate how members of
only with one opinion, their own. We propose an initial so- the group often feel a pressure to conform. This issue was not
lution in the present study. Multiple people deciding mini- present in the present study because experts rated the games
mizes subjective bias and increases the likelihood of making independently and without sharing information among them.
better decisions. When making choices about mental health In addition, we propose a statistical procedure to finally se-
questions (and in other fields, such as in education), clinical/ lect the games according to the cognitive profile by checking
COGNITION BEHIND MODERN BOARD AND CARD GAMES 421

the median as central tendency statistic and the IR for tional, nonrandom, and with no other criteria than the sub-
measuring the variability.62 An IR of 0 means that there is no jective opinion of two authors of the present study. A better
variability in the middle of the data.62 Thus, deciding which procedure should be the one proposed by Sousa et al.52
game we choose to intervene in a cognitive process should However, the present study was developed before Sousa
require the higher median (3 in our Likert scale) and the et al.’s proposal. Future studies should take into consider-
lower IR possible (0). ation their flowchart,52 focusing on Board Game Geek65
As shown in Table 4 and summed up in the Results sec- stats.
tion, several games could be chosen maximizing these cri-
teria. For better understanding how an expert consensus Conclusion
methodology could be useful, we analyzed the percentage of
agreement between the hypothetical cognitive domain of To sum up, the present study proposed a methodology for
each game before the analysis and the results of the expert selecting board games according to the cognitive process that
consensus. The moderate coincidence between both high- are intended to activate. According to the present study, in
lights the limitation of single decisions favoring the expert professional and in research settings, several steps must be
committee methodology. The present results are in line with performed to select a game: (i) educate all the experts in the
past studies that showed that the expert method is valuable in cognitive processes that they must analyze; (ii) make experts
selecting playful methodologies to be used in prevention and play at least three times to have enough experience with the
intervention procedures.17,63,64 game; (iii) use a well-validated rating scale (Likert-type);
As an exploratory procedure, we analyzed whether spe- (iv) before analyzing medians, focus on the reliability of
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

cific game mechanisms differed in the amount of activation experts regarding the cognitive processes; (v) select the game
of each cognitive domain according to the analysis by the with the higher median and lower IR; (vi) finally, consider
experts committee. Some results could be considered as other factors such as number of players, enjoyment of the
obvious. Games with the real-time mechanism (with all the game, and specific mechanism (using Board Game Geek
players playing at the same time53,65) activated more the ratings such as Sousa et al.’s52 proposal).
processing speed cognitive domain than games without it. The present methodology opens the doors to study the
However, other results are more surprising. According to the associations between game mechanisms and cognitive do-
Board Game Geek,65 the pattern recognition mechanism mains. Considering that several mental health conditions
should activate the reasoning cognitive domain, but our re- show deficits in the cognitive processes investigated in the
sults showed no significant difference in reasoning. present study (Table 1), selecting suitable games for each
On the contrary, games with pattern recognition activated cognitive domain is one of the most important decisions
more basic executive functions, such as cognitive flexibility when performing game-based interventions. Furthermore,
and inhibition. This result could be in line with Diamond45 future studies should include other elements to improve the
proposal of separating executive functions in basic and playability of the games. For example, Sato and de Haan69
complex. Following the suggestion by Sousa et al.52, an experienced different ways of explaining the rules. This is a
expert consensus methodology could help us knowing better critical topic for populations with cognitive deficits, where
how game mechanisms are linked to psychological out- players would have even more problems understanding how
comes, such as cognitive domains. As far as we know, this is to play the game. How to adapt the game to populations with
the first time that any study analyzes the associations be- different characteristics is another topic derived from present
tween game mechanisms and cognitive domains. We en- and past research.
courage scientific studies in this line.
Authors’ Contributions
Limitations N.V.-B.: She was the grant holder of the Industrial Doc-
torate. She designed the project and executed it. She also
The present research is not an experimental design, so it
wrote the article and was implied in all the tasks to develop
makes a low contribution to the level of evidence66,67 in the
the project. She also reviewed and approved the final version
association between game mechanisms and cognitive pro-
of the article. J.M.-L.: He led the study design and the data
cesses. The present research gave us the first evidence about
analyses. He also reviewed and approved the final version of
the relation between game mechanisms (and playing the
the article. N.G.: She coordinated the committee as an expert
game itself) with cognitive processes. But it is necessary to
in the field. She also reviewed and approved the final version
support these results with quantitative data from correla-
of the article. M.M.: She helped in writing and reviewing the
tional and experimental studies that allow us to know the
article. J.M.-H.: He coordinated the committee and all the re-
relationship between these games’ execution and the player’s
search. He helped in the writing of the final version of the
performance in neuropsychological tasks that evaluate these
article. Conectar Jugando Experts Committe: they assessed all
cognitive processes. These types of studies have been used in
the games and reviewed the final version of the article.
serious videogames with good results.68 However, the expert
consensus is the much faster methodology to begin deciding
Acknowledgments
how to select games without relying in the opinion of one
only person, and it is the easiest methodology for profes- We express our gratitude to all the people and associations
sional settings. (Afim21, REDES, Asociación de Juegos de Mesa Chinchi-
The board games were selected according to past studies, monete) implied in the present research. The members of the
but also broadening their number and variety to apply them Conectar Jugando Experts Committee are: Antonio Garrido,
to future interventions. However, the selection was inten- Guadalupe Domı́nguez, Iria Cabezas, Jaume March-Llanes,
422 VITA-BARRULL ET AL.

Justi González, Laura Bel, Manuel Parra, Marcos González, 8. Ching-Teng Y. Effect of board game activities on cognitive
Marı́a Jesús Campos, Marisa Rodrı́guez, Rebeca Vázquez, function improvement among older adults in adult day care
Roger Montanera, Sara Arias, and Verónica Estrada-Plana. centers. Soc Work Health Care 2019; 58:825–838.
9. Kuo CY, Huang YM, Yeh YY. Let’s play cards: Multi-
Author Disclosure Statement component cognitive training with social engagement en-
hances executive control in older adults. Front Psychol
This work is part of an Industrial Doctorate with Mercurio 2018; 9:2482.
Distribuciones supported by the Plan of Industrial Doctorates 10. Miltiades HB, Thatcher WG. Individuals with Alzheimer’s
of the Secretariat of Universities and Research of the Depart- learn to play a tile placement game: Results of a pilot study:
ment of Business and Knowledge of the Generalitat de Cata- Innovative practice. Dementia 2019; 18:802–807.
lunya, the Comissionat per a Universitats i Recerca del DIUE. 11. Miltiades HB, Thatcher WG. Social engagement during
We received financial and resource support from Mercurio game play in persons with Alzheimer’s: Innovative prac-
Distribuciones (board and card games editorial). Mercurio tice. Dementia 2019; 18:808–813.
Distribuciones provided the board and card games to all the 12. Estrada-Plana V, Montanera R, Ibarz-Estruga A, et al.
authors. However, Mercurio Distribuciones had no role in Cognitive training with modern board and card games in
study design, data collection, analysis, decision to publish, or healthy older adults: Two randomized controlled trials. Int J
article preparation. No competing financial interests exist. Geriatr Psychiatry 2021; 36:839–850.
13. Benzing V, Schmidt M, Jäger K, et al. A classroom inter-
vention to improve executive functions in late primary
Funding Information
school children: Too ‘old’ for improvements? Br J Educ
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

This work was supported by the Plan of Industrial Doc- Psychol 2019; 89:225–238.
torates of the Secretariat of Universities and Research of the 14. Estrada-Plana V, Esquerda M, Mangues R, et al. A pilot
Department of Business and Knowledge of the Generalitat de study of the efficacy of a cognitive training based on board
Catalunya, the Comissionat per a Universitats i Recerca del games in children with attention-deficit/hyperactivity dis-
DIUE, by the Agència de Gestió d’Ajuts Universitaris i de order: A randomized controlled trial. Games Health J 2019;
Recerca de la Generalitat de Catalunya (2017SGR1577), the 8:265–274.
Center for Biomedical Research Network on Mental Health 15. Piñón-Blanco A, Vergara-Moragues E, Fernández-Martı́nez
R, et al. Effectiveness of the ‘‘Trisquel’’ board game in-
(CIBERSAM), Instituto de Salud Carlos III, and the Spanish
tervention program for patients with schizophrenia spec-
Ministry of Science, Innovation and Universities (MICIU/
trum disorders. Actas Esp Psiquiatr 2020; 48:209–219.
FEDER; project RTI2018-099800-B-I00). 16. Torres A, Mendez LP, Merino H, et al. Improving social
functioning in schizophrenia by playing the train game.
Supplementary Material Psychiatr Serv 2002; 53:799–801.
Supplementary Material 17. Barlow SE. Expert Committee Recommendations Regard-
Supplementary Table S1 ing the Prevention, Assessment, and Treatment of Child
and Adolescent Overweight and Obesity: Summary report.
Pediatrics 2007; 120(Suppl 4):S164–S192.
References
18. Knizia R. Alles Tomate! [¡Vaya tomate!]. Mercurio Dis-
1. Gobet F, de Voogt A, Retschitzki J. Moves in Mind: The tribuciones; 2007. Available from: https://boardgamegeek
Psychology of Board Games. London: Psychology Press; .com/boardgame/32405/alles-tomate
2004. pp. 1–273. 19. Staupe R. Barnyard Buddies [Pippo]. Mercurio Dis-
2. Sousa M, Bernardo E. Back in the Game. In: Zagalo N, Veloso tribuciones; 1996. Available from: https://boardgamegeek
AI, Costa L, Mealha Ó, eds. Proceedings of the 11th Inter- .com/boardgame/486/barnyard-buddies
national Conference VJ 2019 [Internet]. Aveiro, Portugal: 20. Knizia R. Bee Alert [Abejitas zum zum]. Mercurio Dis-
Springer; 2019. pp. 72–85. Available from: http://link tribuciones; 2012. Available from: https://boardgamegeek
.springer.com/10.1007/978-3-030-37983-4_6 .com/boardgame/129492/bee-alert
3. Samarasinghe D, Barlow M, Lakshika E, et al. A data 21. Bernard G. Blurble. Mercurio Distribuciones; 2013.
driven review of board game design and interactions of Available from: https://boardgamegeek.com/boardgame/
their mechanics. IEEE Access 2021; 9:114051–114069. 121995/blurble
4. Sousa M, Zagalo N, Oliveira AP. Mechanics or Mechan- 22. Fraga R. Brain Connect. Mercurio Distribuciones; 2018.
isms: Defining differences in analog games to support game Available from: https://boardgamegeek.com/boardgame/
design. In: IEEE Conference on Computational Intelligence 243612/brain-connect
and Games, CIG. Copenhagen, Denmark: IEEE; 2021. 23. Staupe R. Catch the Match [Osito curioso]. Mercurio Dis-
5. Vita-Barrull N, Guzmán N, Estrada-Plana V, et al. tribuciones; 1995. Available from: https://boardgamegeek
Impact on executive dysfunctions of gamification and .com/boardgame/1321/catch-match
nongamification in playing board games in children at risk 24. Krleza L. Chakra. Mercurio Distribuciones; 2019. Avail-
of social exclusion. Games Health J 2022; 11:46–57. able from: https://boardgamegeek.com/boardgame/267378/
6. Gauthier A, Kato PM, Bul KCM, et al. Board games for chakra
health: A systematic literature review and meta-analysis. 25. Shafir H. CLACK! [Crazy Clack]. Mercurio Dis-
Games Health J 2018; 8:0017. tribuciones; 2012. Available from: https://boardgamegeek
7. Iizuka A, Ishii K, Wagatsuma K, et al. Neural substrate of a .com/boardgame/117555/clack
cognitive intervention program using Go game: A positron 26. Shafir H. Connect the Thoughts [Batti Burri]. Mercurio Dis-
emission tomography study. Aging Clin Exp Res 2020; 32: tribuciones; 2013. Available from: https://boardgamegeek
2349–2355. .com/boardgame/135851/connect-thoughts
COGNITION BEHIND MODERN BOARD AND CARD GAMES 423

27. Gobert Y. Dice Academy [Escuela de dados] [Internet]. of Clinical Neurology, The Frontal Lobes. 3rd series.
Mercurio Distribuciones; 2019. Available from: https:// Chicago, IL, United States: Elsevier B.V.; 2019. pp. 197–
boardgamegeek.com/boardgame/271756/dice-academy 219. Available from: http://dx.doi.org/10.1016/B978-0-12-
28. Shafir H. Halli Galli. Mercurio Distribuciones; 1990. 804281-6.00011-2.
Available from: https://boardgamegeek.com/boardgame/ 49. Gielis K, Vanden Abeele M, De Croon R, et al. Dissecting
2944/halli-galli digital card games to yield digital biomarkers for the as-
29. Albertarelli S. Kaleidos Junior. Mercurio Distribuciones; 1997. sessment of mild cognitive impairment: Methodological
Available from: https://boardgamegeek.com/boardgame/ Approach and Exploratory Study JMIR Serious Games 2021;
24209/kaleidos-junior 9(4):e18359. doi: 10.2196/18359
30. Choi D, Goh Y. Layers. Mercurio Distribuciones; 2018. 50. Koo TK, Li MY. A guideline of selecting and reporting
Available from: https://boardgamegeek.com/boardgame/ intraclass correlation coefficients for reliability research.
242616/layers J Chiropr Med 2016; 15:155–163.
31. Taube DA. Le Roi Sommeil [Pijamas a la cama]. Mercurio 51. Lenhard W, Lenhard A. Computation of Effect Sizes [In-
Distribuciones; 2019. Available from: https://boardgamegeek ternet]. Psychometrica. 2016. Available from: https://www
.com/boardgame/279902/le-roi-sommeil .psychometrica.de/effect_size.html
32. Albertarelli S. Look A Round. Mercurio Distribuciones; 2019. 52. Sousa M, Oliveira AP, Cardoso P, Zagalo N, Vairinhos M.
Available from: https://boardgamegeek.com/boardgame/ Defining the mechanisms for engagement design protocol
298465/look-round towards the development of analogue and hybrid serious
33. Palau M. Magic Mandala. Mercurio Distribuciones; 2018. games: Learning from FlavourGame. In: Fletcher B, Ma M,
Available from: https://boardgamegeek.com/boardgame/ Göbel S, Baalsrud Hauge J, Marsh T, eds. vol. 12945
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

246203/magic-mandala LNCS, Serious Games. JCSG 2021. Lecture Notes in


34. Cathala B, Goh Y. Magic Fold [Magic Race]. Mercurio Computer Science. Cham: Springer International Publish-
Distribuciones; 2018. Available from: https://boardgame ing; 2021. pp. 31–46. Available from: http://dx.doi.org/10
geek.com/boardgame/259551/magic-fold .1007/978-3-030-88272-3_3
35. Gruhl K, Weir Q. Monster Match. Mercurio Distribuciones; 53. Engelstein G, Shalev I. Building Blocks of Tabletop Game
2018. Available from: https://boardgamegeek.com/boardgame/ Design. Boca Raton: CRC Press; 2022.
246696/monster-match 54. Dell’Angela L, Zaharia A, Lobel A, et al. Board games on
36. Benndorf S. Ohanami. Mercurio Distribuciones; 2019. emotional competences for school-age children. Games
Available from: https://boardgamegeek.com/boardgame/ Health J 2020; 9:187–196.
270314/ohanami 55. Rosa M, Gordo S, Sousa M, Pocinho R. Empathy, crea-
37. Knizia R. Pickomino [Piko piko el gusanito]. Mercurio tivity, and feelings using a modern board game: A learn-
Distribuciones; 2005. Available from: https://boardgame ing experience valued by physiotherapy students. ACM Int
geek.com/boardgame/15818/pickomino Conf Proc Ser 2021; 2021:610–615.
38. Shafir H. Piraten Kapern [Isla Calavera]. Mercurio Dis- 56. Rosa M, Gordo S, Sousa M, Pocinho R. Critical
tribuciones; 2012. Available from: https://boardgamegeek thinking, empathy and problem solving using a modern
.com/boardgame/117663/piraten-kapern board game: A learning experience valued by physical
39. Moyersoen F. Saboteur. Mercurio Distribuciones; 2004. therapy students. ACM Int Conf Proc Ser 2021; 2021:
Available from: https://boardgamegeek.com/boardgame/ 624–628.
9220/saboteur 57. Welling H. The intuitive process: The case of psychother-
40. Kermarrec H. Sherlock Express. Mercurio Distribuciones; apy. J Psychother Integr 2005; 15:19–47.
2019. Available from: https://boardgamegeek.com/board 58. Dawes RM, Faust D, Meehl PE. Clinical versus actuarial
game/271774/sherlock-express judgment methods of judgment and means of comparison.
41. Fraga R. Shrimp. Mercurio Distribuciones; 2012. Available Science 1989; 243:1668–1674.
from: https://boardgamegeek.com/boardgame/117992/shrimp 59. McHugh ML. Interrater reliability: The kappa statistic.
42. Shafir H. Quick cups [Speed cups]. Mercurio Dis- Biochem Med 2012; 22:276–282.
tribuciones; 2013. Available from: https://boardgamegeek 60. Hallgren KA. Computing inter-rater reliability for obser-
.com/boardgame/146149/quick-cups vational data: An overview and tutorial. Tutor Quant Meth-
43. Itsubaki Y. Streams [Numerama]. Mercurio Distribuciones; ods Psychol 2012; 8:23–34.
2011. Available from: https://boardgamegeek.com/boardgame/ 61. Visser B, Swank OH. On committees of experts. Q J Econ
103814/streams 2018; 122:337–372.
44. Shafir H. TAKI [Super TAKI]. Mercurio Distribuciones; 62. Vetter TR. Descriptive statistics: Reporting the answers
1985. Available from: https://boardgamegeek.com/board to the 5 basic questions of who, what, why, when, where,
game/13115/taki and a sixth, so what? Anesth Analg 2017; 125:1797–
45. Diamond A. Executive functions. Cogn Train An Overv 1802.
Featur Appl 2013; 64:135–168. 63. Manera V, Ben-Sadoun G, Aalbers T, et al. Recommen-
46. Miyake A, Friedman NP, Emerson MJ, et al. The unity and dations for the use of serious games in neurodegenerative
diversity of executive functions and their contributions to disorders: 2016 Delphi Panel. Front Physiol 2017; 8:1243.
complex ‘‘Frontal Lobe’’ tasks: A latent variable analysis. 64. Rahman MA, Raja K, Rashid M, Kumar J. Listing of Indian
Cogn Psychol 2000; 41:49–100. Folk games for potential therapeutic benefits in children
47. Zelazo PD, Carlson SM. Hot and cool executive function in with neurodevelopmental disability. Games Health J 2020;
childhood and adolescence: Development and plasticity. 9:453–460.
Child Dev Perspect 2012; 6:354–360. 65. Board Game Geek [Internet]. Board Game Geek/Gaming
48. Cristofori I, Cohen-Zimerman S, Grafman J. Executive Unplugged Since 2000. 2000 [Cited May 25, 2022]. https://
functions. In: D’Esposito M, Grafman JH, eds. Handbook boardgamegeek.com
424 VITA-BARRULL ET AL.

66. Burns PB, Rohrich RJ, Chung KC. The levels of evidence memory, the central executive and effects of reinforcement.
and their role in evidence-based medicine. Plast Reconstr J Abnorm Child Psychol 2013; 41:901–917.
Surg 2011; 128:305–310. 79. Friedman NP, Rhee SH, Ross JM, Corley RP, Hewitt JK.
67. Davies P. What is evidence-based education? Br J Educ Genetic and environmental relations of executive functions
Stud 1999; 47:108–121. to antisocial personality disorder symptoms and psychop-
68. Montani V, De Grazia MDF, Zorzi M. A new adaptive athy. Int J Psychophysiol 2021; 163:67–78.
videogame for training attention and executive functions: 80. Dirnberger G, Jahanshahi M. Executive dysfunction in Par-
Design principles and initial validation. Front Psychol kinson’s disease: A review. J Neuropsychol 2013; 7:193–224.
2014; 5:409. 81. Thai ML, Andreassen AK, Bliksted V. A meta-analysis of
69. Sato A, de Haan J. Applying an experiential learning model executive dysfunction in patients with schizophrenia: Dif-
to the teaching of gateway strategy board games. Int J Instr ferent degree of impairment in the ecological subdomains
2016; 9:3–16. of the Behavioural Assessment of the Dysexecutive Syn-
70. Willcutt EG, Doyle AE, Nigg JT, et al. Validity of the drome. Psychiatry Res 2019; 272:230–236.
executive function theory of attention-deficit/hyperactivity 82. Goldstein RZ, Volkow ND. Dysfunction of the prefrontal
disorder: A meta-analytic review. Biol Psychiatry 2005; 57: cortex in addiction: Neuroimaging findings and clinical
1336–1346. implications. Nat Rev Neurosci 2012; 12:652–669.
71. Friedman NP, Rhee SH, Ross JM, et al. Genetic and en- 83. Hill EL. Executive dysfunction in autism. Trends Cogn Sci
vironmental relations of executive functions to antisocial 2004; 8:26–32.
personality disorder symptoms and psychopathy. Int J 84. Bagshaw R, Gray NS, Snowden RJ. Executive function in
Psychophysiol 2021; 163:67–78. psychopathy: The Tower of London, Brixton Spatial An-
Downloaded by 201.110.56.223 from www.liebertpub.com at 07/08/23. For personal use only.

72. Friedman NP, du Pont A, Corley RP, Hewitt JK. Long- ticipation and the Hayling Sentence Completion Tests.
itudinal relations between depressive symptoms and exec- Psychiatry Res 2014; 220:483–489.
utive functions from adolescence to early adulthood: A 85. Bagshaw R, Gray NS, Snowden RJ. Executive function
twin study. Clin Psychol Sci 2018; 6:543–560. in psychopathy: The Tower of London, Brixton Spatial
73. DeBattista C. Executive dysfunction in major depressive Anticipation and the Hayling Sentence Completion Tests.
disorder. Expert Rev Neurother 2005; 5:79–83. Psychiatry Res 2014; 220:483–489.
74. Vilgis V, Silk TJ, Vance A. Executive function and atten- 86. Kre˛z_ ołek M, Pionke R, Banaszak B, et al. The relationship
tion in children and adolescents with depressive disorders: between jumping to conclusions and neuropsychological
A systematic review 2015; 24:365–384. functioning in schizophrenia. Psychiatry Res 2019; 273:
75. Kirova AM, Bays RB, Lagalwar S. Working memory and 443–449.
executive function decline across normal aging, mild cog-
nitive impairment, and Alzheimer’s disease. Biomed Res Address correspondence to:
Int 2015; 2015:748212. Jorge Moya-Higueras, PhD
76. Jacob SN, Dodge CP, Vasterling JJ. Posttraumatic stress Department of Psychology
disorder and neurocognition: A bidirectional relationship? Faculty of Education, Psychology and Social Work
Clin Psychol Rev 2019; 72:101747. University of Lleida
77. Attout L, Majerus S. Working memory deficits in devel- Estudi General Avenue, 4
opmental dyscalculia: The importance of serial order. Child Lleida 25001
Neuropsychol 2015; 21:432–450. Spain
78. Dovis S, Van Der Oord S, Wiers RW, Prins PJM. What part
of working memory is not working in ADHD? short-term E-mail: jorge.moya@udl.cat

You might also like