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Counter striking psychosis: Commercial video games as potential treatment in schizophrenia? A systematic review of neuroimaging studies

Overview of attention for article published in Neuroscience & Biobehavioral Reviews, April 2016
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  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (83rd percentile)
  • Good Attention Score compared to outputs of the same age and source (70th percentile)

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17 X users
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2 Facebook pages

Citations

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28 Dimensions

Readers on

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232 Mendeley
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1 CiteULike
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Title
Counter striking psychosis: Commercial video games as potential treatment in schizophrenia? A systematic review of neuroimaging studies
Published in
Neuroscience & Biobehavioral Reviews, April 2016
DOI 10.1016/j.neubiorev.2016.03.018
Pubmed ID
Authors

Claudia Suenderhauf, Anna Walter, Claudia Lenz, Undine E. Lang, Stefan Borgwardt

Abstract

Schizophrenia is a severe, chronic, and strongly disabling neuropsychiatric disorder, characterized by cognitive decline, positive and negative symptoms. Positive symptoms respond well to antipsychotic medication and psycho-social interventions, in contrast to negative symptoms and neurocognitive impairments. Cognitive deficits have been linked to a poorer outcome and hence specific cognitive remediation therapies have been proposed. Their effectiveness is nowadays approved and neurobiological correlates have been reconfirmed by brain imaging studies. Interestingly, recent MRI work showed that commercial video games modified similar brain areas as these specialized training programs. If gray matter increases and functional brain modulations would translate in better cognitive and every day functioning, commercial video game training could be an enjoyable and economically interesting treatment option for patients with neuropsychiatric disorders.This systematic review summarizes advances in the area with emphasis on imaging studies dealing with brain changes upon video game training and contrasts them to conventional cognitive remediation. Moreover, we discuss potential challenges therapeutic video game development and research would have to face in future treatment of schizophrenia.

X Demographics

X Demographics

The data shown below were collected from the profiles of 17 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 232 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 2 <1%
Germany 1 <1%
Netherlands 1 <1%
Portugal 1 <1%
France 1 <1%
Chile 1 <1%
Sweden 1 <1%
Spain 1 <1%
Unknown 223 96%

Demographic breakdown

Readers by professional status Count As %
Student > Master 35 15%
Student > Bachelor 34 15%
Student > Ph. D. Student 32 14%
Researcher 24 10%
Student > Doctoral Student 19 8%
Other 42 18%
Unknown 46 20%
Readers by discipline Count As %
Psychology 80 34%
Medicine and Dentistry 23 10%
Neuroscience 23 10%
Nursing and Health Professions 13 6%
Computer Science 9 4%
Other 27 12%
Unknown 57 25%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 11. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 05 February 2020.
All research outputs
#3,370,299
of 25,373,627 outputs
Outputs from Neuroscience & Biobehavioral Reviews
#1,497
of 4,283 outputs
Outputs of similar age
#49,742
of 297,137 outputs
Outputs of similar age from Neuroscience & Biobehavioral Reviews
#27
of 92 outputs
Altmetric has tracked 25,373,627 research outputs across all sources so far. Compared to these this one has done well and is in the 86th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 4,283 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 21.4. This one has gotten more attention than average, scoring higher than 65% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 297,137 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 83% of its contemporaries.
We're also able to compare this research output to 92 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 70% of its contemporaries.