Are mobile neurofeedback games a feasible way to improve self-regulation of attention for young marginalized children?

Q1 Social Sciences
Alissa N. Antle, Elgin-Skye McLaren
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引用次数: 0

Abstract

Interactive technology-mediated behavioral interventions are increasingly being studied with children at risk for attentional challenges. Few technology-mediated interventions have been designed for, or studied in the field with, marginalized children, who are at an elevated risk for attentional challenges. We adapted three existing neurofeedback games to create a proof-of-concept intervention to address this research gap. To investigate preliminary feasibility and efficacy we conducted a controlled field experiment with 28 children (aged 5 to 8, 22 male) from a disadvantaged community. Findings showed that with support all children were able to complete the intervention, and most were able to transfer newly attained attention regulation skills into everyday situations and maintain those skills over time. Our work serves as a proof-of-concept for this type of technology-mediated mental health intervention research, provides an exemplar of digital health research with hard-to-reach populations, and provides preliminary evidence that this research space warrants future attention.
移动神经反馈游戏是改善边缘化儿童注意力自我调节的可行方法吗?
以互动技术为媒介的行为干预措施越来越多地被用于研究有注意力障碍风险的儿童。以技术为媒介的干预措施很少是为边缘化儿童设计的,也很少对他们进行实地研究,而这些儿童面临注意力挑战的风险较高。我们对现有的三款神经反馈游戏进行了改编,创造出一种概念验证干预措施,以填补这一研究空白。为了调查初步的可行性和有效性,我们对来自弱势社区的 28 名儿童(5 至 8 岁,22 名男性)进行了实地对照实验。研究结果表明,在支持下,所有儿童都能完成干预,而且大多数儿童都能将新获得的注意力调节技能运用到日常生活中,并能长期保持这些技能。我们的工作为这类以技术为媒介的心理健康干预研究提供了概念验证,为针对难以接触人群的数字健康研究提供了范例,并初步证明这一研究领域值得未来关注。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
7.20
自引率
0.00%
发文量
73
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