2023
DOI: 10.3390/ijerph20043414
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IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality

Abstract: The use of new technologies, such as virtual reality (VR), represents a promising strategy in the rehabilitation of subjects with attention-deficit/hyperactivity disorder (ADHD). We present the results obtained by administering the IAmHero tool through VR to a cohort of subjects with ADHD between 5 and 12 years of age. The trial time was approximately 6 months. In order to assess the beneficial effects of the treatment, standardised tests assessing both ADHD symptoms and executive functions (e.g., Conners-3 sc… Show more

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Cited by 9 publications
(6 citation statements)
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References 26 publications
(30 reference statements)
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“…A significant improvement was observed in social interactions. Players were more able to deal with social anxiety and sensory hypersensitivity [91]. Their behaviors were significantly more flexible not only in the gaming environment, but also in real life [92,93,95].…”
Section: Discussionmentioning
confidence: 99%
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“…A significant improvement was observed in social interactions. Players were more able to deal with social anxiety and sensory hypersensitivity [91]. Their behaviors were significantly more flexible not only in the gaming environment, but also in real life [92,93,95].…”
Section: Discussionmentioning
confidence: 99%
“…They were given VRG therapy with the IAmHero system, and this was alternated with traditional therapies. The use of the VRG on a group of children with ADHD aged 5 to 12 revealed improvements in the basic indicators of self-control and positive behavior change [91].…”
Section: Vrgs For Meta-skills Training In Attention-deficit/hyperacti...mentioning
confidence: 98%
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“…Among these games, 45% (10/22) of the studies focused on using carefully crafted game rules to promote attention [35][36][37][38][39][40][41][42][43][44]. And 36% (8/22) of the studies concentrated on attentional training utilizing various technologies [45][46][47][48][49][50][51][52]. Specifically, six studies employed EEG headsets to capture brainwave data for observing attention levels [44,[49][50][51][52]56], and 2 of these used attention levels, as measured by the Brain-Computer Interface (BCI), to control gameplay [50,52].…”
Section: Attentionmentioning
confidence: 99%