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TurbeLab serves as a digital therapeutic intervention designed to enhance executive functions in children and adolescents diagnosed with neurodevelopmental disorders. By utilizing a suite of nine specialized mini-games, the platform targets core cognitive domains including inhibitory control, working memory, processing speed, and cognitive flexibility. The primary objective of this pilot initiative is to assess the feasibility and preliminary efficacy of mobile-based serious games as a supplementary tool for neurodiverse youth, bridging the gap between traditional neuropsychological rehabilitation and modern digital engagement.
Clinical evaluations of 15 participants reveal significant post-intervention gains in inhibitory control, processing speed, and visuoconstructive memory. Statistical analysis, utilizing Linear Mixed Models to account for baseline cognitive ability, confirms that participants demonstrated measurable improvements in standardized assessments such as the Five Digits Test and the Rey-Osterrieth Complex Figure Test. While the intervention maintains high levels of user satisfaction and engagement, the results indicate selective efficacy; specifically, cognitive flexibility appears to require more extensive training durations than other executive functions to achieve statistically significant progress.
The scope of this research is limited to a small, heterogeneous sample of neurodiverse youth, precluding definitive causal conclusions regarding long-term skill transfer. Although the findings validate the potential of game-based interventions to support cognitive development, the absence of a control group and the brief nature of the protocol necessitate further investigation. Future research must prioritize larger, controlled clinical trials that incorporate longitudinal follow-up assessments. Refinements to audio aesthetics and reward structures are also recommended to optimize the user experience and ensure that digital interventions remain both clinically rigorous and accessible for diverse clinical populations.
International Journal of Serious Games · 2025