## 1 Introduction
### Background and Framework
#### 1.1.3 Serious Games for Cognitive Disabilities
These studies highlight the importance of recreational environments in special education for promoting the development and social integration of children with cognitive disabilities. Designing effective serious games for individuals with cognitive disabilities requires a precise and relevant set of techniques, tools, and guidelines. The APRehab methodology [12] proposes a framework for designing serious games that aid in rehabilitation, particularly for individuals with visual or hearing disabilities. This methodology facilitates the continuous construction and evaluation of prototypes, with the participation of both designers and users. The iPlus methodology [19] employs a user-centered design approach and has been utilized in the development of serious games for individuals with cognitive disabilities, such as a virtual reality game for recreational therapy involving body movements and visiting different locations [13]. Additionally, a mobile application has been proposed to facilitate cognitive skill development in individuals with intellectual disabilities, focusing on resolving temporal sequences and reviewing vocabulary associated with specific work scenarios to contribute to their vocational integration processes [27]. To design effective serious games for individuals with cognitive disabilities, the utilization of methodological frameworks such as APRehab and iPPlus is recommended. These frameworks provide guidelines and facilitate the continuous construction, evaluation, and participation of designers and users in game development. Overall, serious games for cognitive disabilities offer a promising avenue for promoting cognitive development, learning, and rehabilitation, thereby contributing to the well-being and inclusion of individuals with cognitive impairments. A comparative study of platforms designed to acquire and enhance cognitive skills was conducted. All the analyzed platforms were easily accessible online through mobile or desktop devices via a web browser. Furthermore, these platforms aimed to pedagogically reinforce users' cognitive skills through games and playful activities, as shown in Table 1.  
It was observed that platforms with a greater diversity of games and tools offered access to most of their content through a paid subscription. On the other hand, user session reports proved to be fundamental indicators for evaluating patients' progress. Some platforms, such as MindMate [28], provided only a record of daily activities, while others such as Rehametrics [29] and Elevate offered timely information on performance. In contrast, LudoMinga, NeuronUP, and Cognifit [30; 31; 32] provided detailed reports on progress in games, providing specialists with more information about the users. An important aspect to consider in this study was the customization of activities and games. In this regard, LudoMinga and NeuronUP allowed for the modification of various factors to adapt work sessions to the pace of each patient. Additionally, these platforms were the only ones to incorporate usability and accessibility standards in developing their games and the platform itself. They also allowed scalable management, encompassing organizations, professionals, and individual users. In contrast, other platforms only allowed for user management. Based on the comparative study, LudoMinga emerged as the best option. This platform is accessible and free, facilitating user access to the games. Moreover, it offers a high level of customization, allowing for the creation of sessions tailored to individual users' needs.