Reward Feedback Mechanism in Virtual Reality Serious Games in Interventions for Children With Attention Deficits: Pre- and Posttest Experimental Control Group Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-02-24 DOI:10.2196/67338
Hao Fang, Changqing Fang, Yan Che, Xinyuan Peng, Xiaofan Zhang, Di Lin
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Abstract

Background: Virtual reality (VR) serious games, due to their high level of freedom and realism, influence the rehabilitation training of inhibitory control abilities in children with attention-deficit/hyperactivity disorder (ADHD). Although reward feedback has a motivating effect on improving inhibitory control, the effectiveness and differences between various forms of rewards lack empirical research.

Objective: This study aimed to investigate the effectiveness of different forms of reward feedback on the inhibitory control abilities of children with attention deficits in a VR serious game environment.

Methods: This study focuses on children who meet the diagnostic criteria for ADHD tendencies, using a 2 (material rewards: coin reward and token reward) × 2 (psychological rewards: verbal encouragement and badge reward) factorial between-subject design (N=84), with a control group (n=15) for pre- and posttest experiments. The experimental group received VR feedback reinforcement training, while the control group underwent conventional VR training without feedback. The training period lasted 0.5 months, with each intervention session lasting 25 minutes, occurring twice daily with an interval of at least 5 hours for 28 sessions. Before and after training, the Swanson, Nolan, and Pelham, Version IV Scale (SNAP-IV) Scale, stop signal task, inhibition conflict task, and Simon task were administered to assess the hyperactivity index and the 3 components of inhibitory control ability. The pretest included the SNAP-IV Scale and 3 task tests to obtain baseline data; the posttest involved repeating the above tests after completing all training. Data were entered and analyzed using SPSS (IBM) software. Independent sample t tests were performed on the experimental and control groups' pre- and posttest task results to determine whether significant differences existed between group means. Paired sample t tests were also conducted on the SNAP-IV Scale's pre- and posttest results to assess the intervention effect's significance.

Results: Reward feedback was more effective than no reward feedback in improving behaviors related to attention deficits in children. Material rewards showed significant effects in the Stop-Signal Task (F1=13.04, P=.001), Inhibition Conflict Task (F1=7.34, P=.008), and SNAP-IV test (F1=69.23, P<.001); mental rewards showed significant effects in the Stop-Signal Task (F1=38.54, P<.001) and SNAP-IV test (F1=70.78, P<.001); the interaction between the 2 showed significant effects in the Stop-Signal Task (F1=4.47, P=.04) and SNAP-IV test (F1=23.85, P<.001).

Conclusions: Combining material and psychological rewards within a VR platform can effectively improve attention-deficit behaviors in children with ADHD, enhancing their inhibitory control abilities. Among these, coin rewards are more effective than token rewards, and verbal encouragement outperforms badge rewards. The combined feedback of coin rewards and verbal encouragement yields the most significant improvement in inhibitory control abilities.

虚拟现实严肃游戏对儿童注意缺陷干预的奖励反馈机制:测试前后实验对照组研究。
背景:虚拟现实(VR)严肃游戏由于其高度的自由度和真实感,影响了注意缺陷/多动障碍(ADHD)儿童抑制控制能力的康复训练。虽然奖励反馈对提高抑制控制具有激励作用,但各种形式奖励的有效性和差异缺乏实证研究。目的:探讨不同形式的奖励反馈对注意缺陷儿童在虚拟现实严肃游戏环境下抑制控制能力的影响。方法:本研究以符合ADHD倾向诊断标准的儿童为研究对象,采用2(物质奖励:硬币奖励和代币奖励)× 2(心理奖励:言语鼓励和徽章奖励)的被试因子设计(N=84),对照组(N= 15)进行前测和后测实验。实验组接受VR反馈强化训练,对照组接受常规VR无反馈训练。训练时间为0.5个月,每次干预25分钟,每天两次,间隔至少5小时,共28次。训练前后采用Swanson, Nolan, and Pelham, Version IV Scale (SNAP-IV)量表、停止信号任务、抑制冲突任务和Simon任务评估多动指数和抑制控制能力的3个组成部分。前测包括SNAP-IV量表和3个任务测试,以获得基线数据;后测包括在完成所有训练后重复上述测试。数据录入采用SPSS (IBM)软件进行分析。对实验组和对照组的前测和后测任务结果进行独立样本t检验,以确定组均值之间是否存在显著差异。对SNAP-IV量表的前测和后测结果进行配对样本t检验,评估干预效果的显著性。结果:在改善儿童注意缺陷行为方面,奖励反馈比无奖励反馈更有效。物质奖励在停止信号任务(F1=13.04, P=.001)、抑制冲突任务(F1=7.34, P=.008)、SNAP-IV测试(F1=69.23, P1=38.54, P1=70.78, P1=4.47, P=.04)和SNAP-IV测试(F1=23.85, P)中均有显著效果。结论:虚拟现实平台中物质奖励与心理奖励相结合可以有效改善ADHD儿童的注意缺陷行为,增强其抑制控制能力。其中,钱币奖励比代币奖励更有效,言语鼓励比徽章奖励更有效。硬币奖励和言语鼓励相结合的反馈对抑制控制能力的改善最为显著。
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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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