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Record W4408301910 · doi:10.2196/73034

Authors’ Reply: Is the Pinball Machine a Blind Spot in Serious Games Research?

2025· article· en· W4408301910 on OpenAlexvenueno aff
Luis Carlos Rodríguez Timaná, Javier Ferney Castillo García, Teodiano Bastos-Filho, Álvaro Alexander Ocampo González, Nazly Rocio Hincapié Monsalve, Nicolas Jacobo Valencia Jiménez

Bibliographic record

VenueJMIR Serious Games · 2025
Typearticle
Languageen
FieldComputer Science
TopicInnovative Human-Technology Interaction
Canadian institutionsnot available
Fundersnot available
KeywordsPreprintComputer scienceWorld Wide Web

Abstract

fetched live from OpenAlex

We appreciate the insightful comments and reflections regarding our study on the impact of serious games on executive functions and their application in neurodiverse populations [1]. The suggestion to consider pinball machines as a tool within the serious games paradigm presents an interesting avenue for further exploration. At the time of our study, our focus was primarily on conventional and emerging digital technologies, such as virtual reality, mobile devices, and sensor-based interactions. However, we acknowledge that pinball, with its unique combination of physical and digital interactions, may offer valuable cognitive and therapeutic benefits, particularly in the context of executive function training. The references provided in the letter highlight historical and recent research supporting its potential applications in various populations, reinforcing the idea that this arcade technology could play a role in future serious game developments. Given the evidence presented on pinball’s ability to engage attention, impulse control, cognitive flexibility, and problem-solving skills, we recognize its potential as a tool to enhance executive function training. Future work in this area could explore the adaptation of pinball mechanics within digital serious games or investigate its direct application as a therapeutic tool in controlled settings. Additionally, we acknowledge that the development of assistive technologies for neurodiverse populations often encounters blind spots, where certain tools or approaches are overlooked. Our intention with the published article is to provide a roadmap for researchers, highlighting that there remains substantial work to be done in this area. By identifying these gaps, we aim to offer a starting point for ongoing and future investigations. Several studies have underscored the challenges and opportunities in designing technologies for neurodiverse users. For instance, Frauenberger et al. discuss the importance of involving neurodiverse children in the technology design process to ensure that their unique needs are met [2]. Similarly, Benton and Johnson highlight lessons from neurodiverse communities, emphasizing the necessity of tailored technological interventions [3]. These perspectives reinforce the need for comprehensive research and development efforts to address the diverse requirements of neurodiverse populations. We thank the authors of the letter for broadening the discussion on serious game technologies. Their insights open the door to new interdisciplinary research possibilities that could further enrich this field.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.009
metaresearch head score (Gemma)0.099
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: Not applicable
GenreCandidate signal: Commentary · Consensus signal: Commentary
Teacher disagreement score0.032
Threshold uncertainty score0.046

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0090.099
Meta-epidemiology (narrow)0.0010.001
Meta-epidemiology (broad)0.0020.002
Bibliometrics0.0010.001
Science and technology studies0.0030.004
Scholarly communication0.0040.007
Open science0.0030.002
Research integrity0.0320.036
Insufficient payload (model declined to judge)0.0100.007

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.037
GPT teacher head0.377
Teacher spread0.340 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreCommentary

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2025
Admission routes1
Has abstractyes

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