Bibliography ============ .. toctree:: Python 3 -------- - `How to think like a computer scientist. Learning with Python 3 `__. - `Dive Into Python 3 `_. - `Books referenced in `_ - `Python object programming `_ Pygame ------ - `Pygame `_ - `Pygame GUI `_ - `Tutorials `_ Papers 2021-2022 ---------------- #. System Immersion in Virtual Reality-Based Rehabilitation of Motor Function in Older Adults: A Systematic Review and Meta-Analysis, Rosenlung at el., Front. Virtual Real., 2021, `doi `__ #. Tools for App- and Web-Based Self-Testing of Cognitive Impairment: Systematic Search and Evaluation, A. Charalanbous, J Med Internet Resv.22(1), 2020, `doi `__ #. Digitally translated Self-Administered Gerocognitive Examination (eSAGE): relationship with its validated paper version, neuropsychological evaluations, and clinical assessments, Sharre et al. 2017 Alz Res Therapy 9, 44, `doi `__ #. Are We There Yet? Exploring the Impact of Translating Cognitive Tests for Dementia Using Mobile Technology in an Aging PopulationFront. Ruggeri et al., Aging Neurosci., 2016, `doi `__ #. Validation of SATURN, a free, electronic, self-administered cognitive screening test, Bissig et al. Alzeimer Dement. 2020, `doi `__ #. Novel Technological Solutions for Assessment, Treatment, and Assistance in Mild Cognitive Impairment, Mancioppi et al., Front. Neuroinform., 2019, `doi `__ #. Episodix: a serious game to detect cognitive impairment in senior adults. A psychometric study, PeerJ 2018, Valladares et al., `doi `__ #. Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study, Gielis et al. 2021, JMIR Serious Games. 2021 Oct-Dec; 9(4), `doi `__ #. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy, Lumdsen et al., JMIR Serious Games, 2016 Jul 15;4(2):e11. `doi `__. #. Young and old users prefer immersive virtual reality over a social robot for short-term cognitive training, Cohavi et al. International Journal of Human-Computer Studies, 161, 2022, `doi `__ #. Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders, Ruiz M. et al. Current Psychiatry Reports (2022) `doi `__ Papers 2020-2021 ---------------- #. The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review, Masseti et al., Journal of Central Nervous System Disease; Volume 10: 1–18; 2018 #. Virtual Reality Applications for Neurological Disease: A Review; Schiza at al.; Front. Robot.; 2019 #. Effectiveness of the Virtual Reality System Toyra on Upper Limb Function in People with Tetraplegia: A Pilot Randomized Clinical Trial; Dimbwadyo-Terrer et al; BioMed Research International; 2016. #. VR-Assisted Physical Rehabilitation: Adapting to the Needs of Therapists and Patients; Kallman et al.; Virtual Realities; 2015 #. Virtual Reality Systems for Upper Limb Motor Function Recovery in Patients With Spinal Cord Injury: Systematic Review and Meta-Analysis; De Miguel-Rubio et al.; JMIR Mhealth Uhealth; 2020 #. The effects of semi-immersive virtual reality therapy on standing balance and upright mobility function in individuals with chronic incomplete spinal cord injury: A preliminary study; An and Park; Spinal Cord Med; 2018 #. Effectiveness of training with motion-controlled commercial video games for hand and arm function in people with cerebral palsy: A systematic review and meta-analysis; Johansen et al; Journal of RehabilitationMed.; 2019 #. Upper Extremity Rehabilitation Using Fully Immersive VirtualReality Games With a Head Mount Display: A Feasibility Stud; Lee etal.; PM R 12; 2020 #. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review; Cheng at al.; JMIR Mental Health; 2019 #. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis; Veimer et.al; JMIR Serious Games; 2020 #. Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis: Gauthier et al.; BMC Neurology; 2017 #. The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation; Barrett et al.; Journal of Rehabilitation and Assistive Technologies Engineering; 2016 #. Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomizedcontrolled trial; Litvin et al.; PLOS one; 2020