ADHD is prevalent in offenders and it is associated with comorbid disorders. The results emphasize the necessity of treatment programs for offenders with ADHD.
Objective: Attention deficit/hyperactivity disorder (ADHD) is one of the most prevalent psychiatric disorders that often persist into adulthood. ADHD is associated with a high percentage of comorbid psychiatric disorders. Studies indicate that ADHD is prevalent among inmates. The aim of the present study was to evaluate the executive functions (EFs), that is, inhibition and working memory among inmates with and without ADHD after controlling for comorbidity effects. Method: Through stratified sampling method, 60 adult male inmates (30 with ADHD and 30 without ADHD) were selected on a voluntary basis and were matched for age and education. We compared the groups on measures of neuropsychological tests battery and self-rated comorbidities. Results: Prior to controlling for the effects of comorbid disorders, the ADHD and non-ADHD groups showed significant differences on several measures of attention; however, only the classic Stroop test interference score remained significant after controlling for the effect of the comorbid disorders. The group comparisons on the measures of memory remained unaffected from before to after controlling for the effects of the six comorbid disorders. Conclusions: Specific comorbid disorders may exacerbate the poor performance of prison inmates with ADHD on the tests of attention, but their performance on the tests of memory could remain unaffected by their comorbidity symptoms. We recommend replicating the study with ADHD participants with no criminal history.
Prior studies investigating the effects of playing action video games on attentional control have demonstrated improvements on a variety of basic psychophysical tasks. However, as of yet, there is little evidence indicating that the cognitive benefits of playing action video games generalize to naturalistic multisensory scenes - a fundamental characteristic of our natural, everyday life environments. The present study addressed the generalization of attentional control enhancement due to AVGP experience to real-life like scenarios by comparing the performance of action video-game players (AVGPs) with non-players (NVGPs) on a visual search task using naturalistic, dynamic audio-visual scenes. To this end, a questionnaire collecting data on gaming habits and sociodemographic data as well as a visual search task was administered online to a gender-balanced sample of 60 participants of age 18 to 30 years. According to the standard hypothesis, AVGPs outperformed NVGPs in the search task overall, showing faster reaction times without sacrificing accuracy. In addition, in replication of previous findings, semantically congruent cross-modal cues benefited performance overall. However, according to our results, despite the overall advantage in search, and the multisensory congruence benefit, AVGPs did not exploit multisensory cues more efficiently than NVGPs. Exploratory analyses with gender as a variable indicated that the advantage of AVG experience to both genders should be done with caution.
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