Effectiveness of Virtual Reality-Based Cognitive Control Training Game for Children With Attention-Deficit/Hyperactivity Disorder Symptoms: Preliminary Effectiveness Study.

IF 2.3 Q2 PEDIATRICS
Hyunjoo Song, Yunhye Oh, JongIn Choi, Seong-Yong Ohm
{"title":"Effectiveness of Virtual Reality-Based Cognitive Control Training Game for Children With Attention-Deficit/Hyperactivity Disorder Symptoms: Preliminary Effectiveness Study.","authors":"Hyunjoo Song, Yunhye Oh, JongIn Choi, Seong-Yong Ohm","doi":"10.2196/66617","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Recent advancements in digital technologies hold promise for psychological interventions. Virtual reality (VR) has emerged as a particularly innovative tool, and its application expanded during the COVID-19 pandemic period. A recent study combining material and psychological rewards within a VR platform showed that this approach effectively improves attention-deficit behaviors in children with attention-deficit/hyperactivity disorder (ADHD), enhancing their inhibitory control abilities.</p><p><strong>Objective: </strong>This study aimed to evaluate the effectiveness of a newly developed VR-based cognitive control training game for children with ADHD symptoms. Specifically, it examined the sustainability of the training effects through a 3-month follow-up assessment. In addition, the study analyzed training response patterns and influential factors using a clustering method.</p><p><strong>Methods: </strong>A total of 29 children and adolescents (21 males and 8 females) aged 10-14 years participated in the study, with a mean IQ of 94 (SD 16.53). For 20 consecutive days, participants self-administered the training on a daily basis using the VR app. The following assessments were administered face-to-face: the Korean Wechsler Intelligence Scale for Children, Fourth Edition; the Stroop test; the Color Trails test; and the Flanker test from the National Institutes of Health toolbox. In addition, the parent-completed Korean Child Behavior Checklist was used to identify behavioral problems in the children. Participants engaged in at least 20 minutes of daily training for 20 consecutive days, with assessments conducted at baseline, posttraining, and follow-up.</p><p><strong>Results: </strong>Repeated measures ANOVA revealed significant main effects in the Stroop Color-Word test (F2,56=4.97; P=.001; ηp2=0.151), Child Behavior Checklist (CBCL) Total Problems (F2,56=21.0; P<.001; ηp2=0.429), CBCL Attention Problems (F2,56=11.7; P<.001; ηp2=0.294), and CBCL ADHD (F2,56=3.46; P=.004; ηp2=0.110). K-means clustering identified 2 distinct clusters that did not differ significantly in IQ variables but showed significant differences in game-related behavioral variables, including mean correct response time (t27=-2.56; P=.02) and the correct response ratio (t27=2.60; P=.02).</p><p><strong>Conclusions: </strong>The findings indicate that the VR-based training effectively improved cognitive control on the Stroop test and ADHD-related symptoms as measured by the CBCL. However, no significant training effects were observed on other attentional measures, namely the Color Trails test and the Flanker test from the National Institutes of Health toolbox. This VR-based approach shows promise as a potential therapeutic intervention for children with ADHD symptoms.</p>","PeriodicalId":36223,"journal":{"name":"JMIR Pediatrics and Parenting","volume":"8 ","pages":"e66617"},"PeriodicalIF":2.3000,"publicationDate":"2025-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12448256/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JMIR Pediatrics and Parenting","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2196/66617","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PEDIATRICS","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Recent advancements in digital technologies hold promise for psychological interventions. Virtual reality (VR) has emerged as a particularly innovative tool, and its application expanded during the COVID-19 pandemic period. A recent study combining material and psychological rewards within a VR platform showed that this approach effectively improves attention-deficit behaviors in children with attention-deficit/hyperactivity disorder (ADHD), enhancing their inhibitory control abilities.

Objective: This study aimed to evaluate the effectiveness of a newly developed VR-based cognitive control training game for children with ADHD symptoms. Specifically, it examined the sustainability of the training effects through a 3-month follow-up assessment. In addition, the study analyzed training response patterns and influential factors using a clustering method.

Methods: A total of 29 children and adolescents (21 males and 8 females) aged 10-14 years participated in the study, with a mean IQ of 94 (SD 16.53). For 20 consecutive days, participants self-administered the training on a daily basis using the VR app. The following assessments were administered face-to-face: the Korean Wechsler Intelligence Scale for Children, Fourth Edition; the Stroop test; the Color Trails test; and the Flanker test from the National Institutes of Health toolbox. In addition, the parent-completed Korean Child Behavior Checklist was used to identify behavioral problems in the children. Participants engaged in at least 20 minutes of daily training for 20 consecutive days, with assessments conducted at baseline, posttraining, and follow-up.

Results: Repeated measures ANOVA revealed significant main effects in the Stroop Color-Word test (F2,56=4.97; P=.001; ηp2=0.151), Child Behavior Checklist (CBCL) Total Problems (F2,56=21.0; P<.001; ηp2=0.429), CBCL Attention Problems (F2,56=11.7; P<.001; ηp2=0.294), and CBCL ADHD (F2,56=3.46; P=.004; ηp2=0.110). K-means clustering identified 2 distinct clusters that did not differ significantly in IQ variables but showed significant differences in game-related behavioral variables, including mean correct response time (t27=-2.56; P=.02) and the correct response ratio (t27=2.60; P=.02).

Conclusions: The findings indicate that the VR-based training effectively improved cognitive control on the Stroop test and ADHD-related symptoms as measured by the CBCL. However, no significant training effects were observed on other attentional measures, namely the Color Trails test and the Flanker test from the National Institutes of Health toolbox. This VR-based approach shows promise as a potential therapeutic intervention for children with ADHD symptoms.

Abstract Image

Abstract Image

Abstract Image

基于虚拟现实的认知控制训练游戏对儿童注意缺陷/多动障碍症状的有效性:初步有效性研究
背景:最近数字技术的进步为心理干预带来了希望。虚拟现实(VR)作为一种特别创新的工具,在新冠肺炎大流行期间得到了广泛应用。最近一项在VR平台上结合物质和心理奖励的研究表明,这种方法有效地改善了注意力缺陷/多动障碍(ADHD)儿童的注意力缺陷行为,增强了他们的抑制控制能力。目的:本研究旨在评估新开发的基于vr的认知控制训练游戏对ADHD症状儿童的有效性。具体来说,它通过3个月的随访评估来检查培训效果的可持续性。此外,采用聚类方法分析了训练反应模式及其影响因素。方法:共29例10 ~ 14岁的儿童青少年(男21例,女8例),平均智商94 (SD 16.53)。连续20天,参与者每天使用VR应用程序进行自我培训。以下评估是面对面进行的:韩国韦氏儿童智力量表,第四版;Stroop测试;色迹测试;以及国家卫生研究院工具箱里的Flanker测试。此外,使用家长填写的韩国儿童行为检查表来识别儿童的行为问题。参与者连续20天每天至少进行20分钟的训练,并在基线、训练后和随访时进行评估。结果:重复测量方差分析显示,Stroop Color-Word测试(F2,56=4.97; P= 0.001; ηp2=0.151)、儿童行为检查表(CBCL)总问题(F2,56=21.0; P)的主效应显著。结论:基于虚拟现实的训练有效改善了Stroop测试的认知控制和CBCL测量的adhd相关症状。然而,在其他注意测试中,即国家卫生研究院工具箱中的颜色轨迹测试和Flanker测试,没有观察到显著的训练效果。这种基于虚拟现实的方法有望成为儿童多动症症状的潜在治疗干预手段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
JMIR Pediatrics and Parenting
JMIR Pediatrics and Parenting Medicine-Pediatrics, Perinatology and Child Health
CiteScore
5.00
自引率
5.40%
发文量
62
审稿时长
12 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信