2016
DOI: 10.3389/fpsyt.2016.00173
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Corrigendum: ADHD Rehabilitation through Video Gaming: A Systematic Review Using PRISMA Guidelines of the Current Findings and the Associated Risk of Bias

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Cited by 10 publications
(13 citation statements)
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“…Because only 5 out of the included 13 studies investigated both male and female subjects, results might not be representative of the general population due to selection bias. 30 Possibly, this is because men are more likely to exhibit IGD than women ( g = 0.479) as confirmed by a recent meta-analysis. 31 However, gender-specific changes in functional connectivity have been found in brain regions implicated in executive control and reward processing.…”
Section: Risk Of Biasesmentioning
confidence: 84%
“…Because only 5 out of the included 13 studies investigated both male and female subjects, results might not be representative of the general population due to selection bias. 30 Possibly, this is because men are more likely to exhibit IGD than women ( g = 0.479) as confirmed by a recent meta-analysis. 31 However, gender-specific changes in functional connectivity have been found in brain regions implicated in executive control and reward processing.…”
Section: Risk Of Biasesmentioning
confidence: 84%
“…According to Swartz (2011) a collateral effect of the PRISMA statement is the improvement of the transparency and the scientific merit of a systematic review or meta-analysis. This approach has been recommended by several journals particularly in the area of health sciences, in which can be found several studies that adopt this guideline (Rivero, Nuñez, Pires, and Bueno, 2015;Welch, Petticrew, Petkovic, Moher, Waters, and White, 2016;Cullis, Gudlaugsdottir, and Andrews, 2017).…”
Section: Analysis and Discussion Of Resultsmentioning
confidence: 99%
“…Por exemplo, Baranowski et al 23 apresentam uma série de critérios técnicos que se podem utilizar para construir um jogo que crie generalização de aprendizados terapêuticos do jogo para a vida real. Nosso próprio grupo desenvolveu um método para a criação de videogames terapêuticos com enfoque na reabilitação neuropsicológica do TDAH 24 .…”
Section: Artigounclassified
“…No âmbito dos videogames usados com finalidades terapêuticas, estes podem ser classificados em dois grandes grupos: os jogos de treino repetitivo de habilidades específicas (isto é, falar vogais ou consoantes); e os jogos que têm a intenção de se aproximar o máximo possível a simulações de situações cotidianas reais, como o jogo de Lavender & Gromala 2 (para uma discussão sobre esse tema, ver Rivero et al 24 ). Fundamentalmente, esses videogames que usam simulações de vida cotidiana se utilizam de intervenções respaldadas empiricamente pelas terapias de exposição, que consistem no controle e na repetição de estímulos aversivos para o paciente (isto é, falar em público, em voz alta) 25 .…”
Section: Artigounclassified
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