2018
DOI: 10.1371/journal.pone.0193681
|View full text |Cite
|
Sign up to set email alerts
|

A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?

Abstract: ObjectiveThe aim of the current study was to identify which subgroups of children with Attention Deficit Hyperactivity Disorder (ADHD) benefitted the most from playing a Serious Game (SG) intervention shown in a randomized trial to improve behavioral outcomes.MethodPre-intervention characteristics [i.e., gender, age, intellectual level of functioning, medication use, computer experience, ADHD subtype, severity of inattention problems, severity of hyperactivity/impulsivity problems, comorbid Oppositional Defian… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

1
42
0
1

Year Published

2019
2019
2023
2023

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 40 publications
(44 citation statements)
references
References 52 publications
1
42
0
1
Order By: Relevance
“…The largest effect was found in the variable correct responses, which represents performance accuracy. These results are in line with previous research stating that playing videogames can increase concentration and other cognitive variables, such as processing speed or visual discrimination [12,13,14,15,16].…”
Section: Discussionsupporting
confidence: 93%
See 2 more Smart Citations
“…The largest effect was found in the variable correct responses, which represents performance accuracy. These results are in line with previous research stating that playing videogames can increase concentration and other cognitive variables, such as processing speed or visual discrimination [12,13,14,15,16].…”
Section: Discussionsupporting
confidence: 93%
“…Bul et al [15], for instance, reported improvements in time management and planning/organizing, as well as a reduction in hyperactivity symptoms in a group of students with ADHD who played an SG intervention. The same authors found positive effects of SGs on attention in previous research [14] when they analyzed the effect of a 10-week SG intervention (called “Plan-It Commander”) in a sample of ADHD students aged 8–12.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Hence, it is important to constantly catch their attention: gamification (i.e., the application of game elements) can satisfy this requirement. SGs can help the child to stay focused and engaged the whole time, thus enhancing motivation and treatment effectiveness [29]. The same scenes and exercises can be repeated differently to prevent boredom and keep motivation high [30].…”
Section: Introductionmentioning
confidence: 99%
“…For example, video game intervention designed to train working memory, inhibition, and cognitive flexibility improved both parent and teacher ratings of ADHD symptoms 10 . Another video game intervention was designed to train real-life skills such as time management, organization, planning, and cooperation, resulting in improvements in both parent and teacher ratings of childrens’ performance in time management (ADHD symptom ratings were not assessed) 11 .…”
Section: Introductionmentioning
confidence: 99%