2019 International Serious Games Symposium (ISGS) 2019
DOI: 10.1109/isgs49501.2019.9046992
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Effectiveness of EmoGalaxy Video Game on Social Skills of Children with ADHD

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Cited by 13 publications
(7 citation statements)
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“…As such, there are no published studies to compare the findings with directly, however, game-like media have previously been used to target other sociocognitive skills. Our results align with studies reporting improvements in affect recognition (emotional regulation, recognition and expression) in children with ADHD using the EmoGalaxy serious video game (Hakimirad et al, 2019) and in neurotypical children with the Socialdrome serious video game (Tan et al, 2016). On the surface, the two versions are similar since the same dilemmas are presented; however, the presence of realtime feedback and reinforcements that are tailored to the player's responses distinguishes the learning process experienced by participants who played the AV.…”
Section: Efficacy Of Moralertsupporting
confidence: 87%
“…As such, there are no published studies to compare the findings with directly, however, game-like media have previously been used to target other sociocognitive skills. Our results align with studies reporting improvements in affect recognition (emotional regulation, recognition and expression) in children with ADHD using the EmoGalaxy serious video game (Hakimirad et al, 2019) and in neurotypical children with the Socialdrome serious video game (Tan et al, 2016). On the surface, the two versions are similar since the same dilemmas are presented; however, the presence of realtime feedback and reinforcements that are tailored to the player's responses distinguishes the learning process experienced by participants who played the AV.…”
Section: Efficacy Of Moralertsupporting
confidence: 87%
“…This is made possible by video games, as they keep kids engaged and focused throughout the entire time while also demanding that they be fully alert and aware of their surroundings [82]. According to the findings of the current bibliographic Intercultural Education and ADHD: Τhe Use of Virtual Reality as a Means of Intervention and Assessment study, virtual reality environments used in serious games have a positive impact on all aspects of social skills in children with ADHD [85]. Children's executive functioning and ADHD symptoms dramatically improve [86], and they display fewer negative behaviors [50].…”
Section: Discussionmentioning
confidence: 99%
“…Thus, before the implementation stage, there should be conducted at least efficacy RCTs to fully test the DHI. Most of these types of studies for ADHD either use commercially available devices like mobile phones ( 46 ) or personal computers ( 14 , 18 ) with software or systems that are primarily “off-the-shelf” [e.g., neurofeedback training ( 47 49 )]. Using commercially available systems allows long, complex interventions to test efficacy once usability and safety have already been determined.…”
Section: Methodsmentioning
confidence: 99%