2020
DOI: 10.1007/s00787-020-01557-w
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Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review

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Cited by 71 publications
(59 citation statements)
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“…Behavioral therapy with NF improved response and attention control, as pointed out by other authors [46]. Even other studies indicate that NF through video game-based cognitive training normalizes brain function in patients with ADHD, since these therapeutic interventions are generally effective in improving cognitive areas and producing a decrease in symptoms of ADHD [47].…”
Section: Discussionmentioning
confidence: 61%
“…Behavioral therapy with NF improved response and attention control, as pointed out by other authors [46]. Even other studies indicate that NF through video game-based cognitive training normalizes brain function in patients with ADHD, since these therapeutic interventions are generally effective in improving cognitive areas and producing a decrease in symptoms of ADHD [47].…”
Section: Discussionmentioning
confidence: 61%
“…In addition, with the popularisation of smartphones, some medical institutions have promoted the cognitive, physical and mental health of children and adolescents through virtual ‘toys’ based on digital media, 37 and electronic games have been initially used to support children’s health and health management. 38 In the future, we can design scientific and practical health management game software or game-based social adaptation assessment tools for children with leukaemia so that they can correctly evaluate and improve their physical and mental health through games. At the same time, based on scientific evidence, it is helpful for children to use electronics in a rational manner.…”
Section: Discussionmentioning
confidence: 99%
“…During the period of diagnosis and treatment, on the premise of safety, increase the ways of leisure and entertainment for children, and strengthen the communication and interaction between peers, so as to effectively prevent children from indulging in electronic products due to long time alone. In addition, with the popularization of smartphones, some medical institutions have promoted the cognitive, physical and mental health of children and adolescents through virtual "toys" based on digital media [26], and electronic games have been initially used in child health and health management [27]. In the future, we can design scienti c and practical health management game software for children with leukemia, or game-based social adaptation assessment tools for children with leukemia, so that children are able to correctly evaluate and promote physical and mental health through games.…”
Section: Discussionmentioning
confidence: 99%