Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-11-27 DOI:10.2196/56918
Chuanwen Yu, Cheng Wang, Qi Xie, Chaoxin Wang
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引用次数: 0

Abstract

Background: Attention-deficit/hyperactivity disorder (ADHD) is one of the common neurodevelopmental disorders in children and virtual reality (VR) has been used in the diagnosis and treatment of ADHD.

Objective: This paper aims to systematically evaluate the effect of VR technology on the attention and motor ability of children with ADHD.

Methods: The intervention method of the experimental group was VR technology, while the control group adopted non-VR technology. The population was children with ADHD. The outcome indicators were attention and motor abilities. The experimental design was randomized controlled trial. Two researchers independently searched PubMed, Cochrane Library, Web of Science, and Embase for randomized controlled trials related to the effect of VR technology on ADHD children's attention and motor ability. The retrieval date was from the establishment of each database to January 4, 2023. The PEDro scale was used to evaluate the quality of the included literature. Stata (version 17.0; StataCorp LLC) was used for effect size combination, forest map-making, subgroup analyses, sensitivity analyses, and publication bias. GRADEpro (McMaster University and Evidence Prime Inc) was used to evaluate the level of evidence quality.

Results: A total of 9 literature involving 370 children with ADHD were included. VR technology can improve ADHD children's attention (Cohen d=-0.68, 95% CI -1.12 to -0.24; P<.001) and motor ability (Cohen d=0.48, 95% CI 0.16-0.80; P<.001). The intervention method and diagnosis type for VR technology had a moderating effect on the intervention' impact on children's attention (P<.05). The improvement in children's attention by "immersive" VR technology was statistically significant (Cohen d=-1.05, 95% CI -1.76 to -0.34; P=.004). The improvement of children's attention by "nonimmersive" VR technology was statistically significant (Cohen d=-0.28, 95% CI -0.55 to -0.01; P=.04). VR technology had beneficial effects on both children with an "informal diagnosis" (Cohen d=-1.47, 95% CI -2.35 to -0.59; P=.001) and those with a "formal diagnosis" (Cohen d=-0.44, 95% CI -0.85 to -0.03; P=.03).

Conclusions: VR technology can improve attention and motor ability in children with ADHD. Immersive VR technology has the best attention improvement effect for informally diagnosed children with ADHD.https://www.crd.york.ac.uk/PROSPERO/.

虚拟现实技术对注意力缺陷/多动障碍儿童的注意力和运动能力的影响:系统回顾与元分析》。
背景:注意缺陷/多动障碍(ADHD)是儿童常见的神经发育障碍之一,虚拟现实(VR)已被用于ADHD的诊断和治疗:本文旨在系统评估虚拟现实技术对多动症儿童注意力和运动能力的影响:方法:实验组的干预方法为 VR 技术,对照组采用非 VR 技术。研究对象为多动症儿童。结果指标为注意力和运动能力。实验设计为随机对照试验。两位研究人员独立检索了PubMed、Cochrane Library、Web of Science和Embase,寻找与VR技术对ADHD儿童注意力和运动能力影响相关的随机对照试验。检索日期为每个数据库建立之初至 2023 年 1 月 4 日。PEDro量表用于评估所收录文献的质量。使用Stata(17.0版;StataCorp LLC)进行效应大小组合、森林图绘制、亚组分析、敏感性分析和发表偏倚分析。GRADEpro(麦克马斯特大学和Evidence Prime公司)用于评估证据质量水平:结果:共纳入9篇文献,涉及370名多动症儿童。VR技术可以改善ADHD儿童的注意力(Cohen d=-0.68,95% CI -1.12 to -0.24;PC结论:VR技术可以改善ADHD儿童的注意力和运动能力:虚拟现实技术可以提高多动症儿童的注意力和运动能力。沉浸式 VR 技术对非正式诊断的多动症儿童的注意力改善效果最佳。https://www.crd.york.ac.uk/PROSPERO/。
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
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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