Investigation of the Effect of Second-Generation Virtual Reality Interventions on Hot and Cold Executive Functions in Children with Attention-Deficit/Hyperactivity Disorder: Single-Blind Randomized Controlled Study.

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Emine Cansu Güler, Barkın Köse, Rahime Duygu Temeltürk, Kübra Dilara Aynigül, Serkan Pekçetin, Didem Behice Öztop
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引用次数: 0

Abstract

Objective: The aim of this study was to examine the effects of the second-generation virtual reality intervention (SG-VRI) on the hot and cold executive functions (EFs) of children with attention-deficit/hyperactivity disorder (ADHD). Methods: Seventy children were included in the study and randomly divided into control (n = 35) and intervention (n = 35) groups. Stroop TBAG Form, Trail Making Test, and Childhood Executive Functioning Inventory were administered to the participants before SG-VRI. SG-VRI was applied to the intervention group as two sessions per week for 8 weeks. During this period, the control group did not receive any intervention. Results: At the end of these 8 weeks, assessment tests were administered to both groups again. The final results showed that the SG-VRI was effective in improving hot and cold EF skills of children with ADHD (P < 0.05). Conclusion: We believe that the use of virtual reality interventions may be effective in the cognitive rehabilitation processes of children with ADHD.

第二代虚拟现实干预对注意缺陷/多动障碍儿童冷热执行功能影响的单盲随机对照研究
目的:探讨第二代虚拟现实干预(SG-VRI)对注意缺陷/多动障碍(ADHD)儿童冷热执行功能(EFs)的影响。方法:将70例患儿随机分为对照组(n = 35)和干预组(n = 35)。在SG-VRI前对被试进行Stroop TBAG表、Trail Making Test和Childhood Executive Functioning Inventory。SG-VRI应用于干预组,每周两次,持续8周。在此期间,对照组没有接受任何干预。结果:8周结束时,两组再次进行评估测试。最终结果显示,SG-VRI对ADHD儿童冷热EF技能的改善效果显著(P < 0.05)。结论:我们认为使用虚拟现实干预可能在ADHD儿童的认知康复过程中有效。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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