Virtual Reality-Based Assessment of Attention-Deficit/Hyperactivity Disorder and Comorbid Symptoms in Children: Framework Development and Standardization Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-10-07 DOI:10.2196/69146
Harim Jeong, Minjoo Kang, Kennet Sorenson, Jacob Moore, Robert James Blair, Ellen Leibenluft, Jeffrey H Newcorn, Beth Krone, Singi Jeong, Donghee Kim, Soonjo Hwang
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引用次数: 0

Abstract

Background: As virtual reality (VR) technology becomes increasingly prevalent, its potential for collecting objective behavioral data in psychiatric settings has been widely recognized. However, the lack of standardized methodologies limits reproducibility and data integration across studies, particularly in assessing attention-deficit/hyperactivity disorder (ADHD) and associated behaviors, such as irritability and aggression.

Objective: This study examines the use of VR-based movement data to operationalize core ADHD symptoms (hyperactivity and inattention) and comorbid disruptive behaviors (irritability and aggression), aiming to identify reproducible and clinically actionable metrics and evaluate their explanatory power for each symptom domain to assess the overall use of these variables.

Methods: A total of 45 children (mean age 9.06, SD 2.11 years; n=14/45, 31% female) participated in the study and were divided into 2 groups: 28 (62%) diagnosed with ADHD and 17 (38%) controls. Seven VR-derived movement variables were analyzed: average speed, acceleration, total distance, area occupied, distance between the hands and head, frequency of movement, and time spent still. Correlation and stepwise regression analyses identified which variables best predicted ADHD symptoms and comorbid behaviors.

Results: Among the 7 VR-derived variables, average speed (mean r=0.460, SD 0.097) and total distance (mean r=0.442, SD 0.116) showed the broadest associations, each correlating with 8 measures. In contrast, frequency of movement was related only to hyperactivity (r=0.416; P=.004), suggesting strong but narrow predictive value. Stepwise regression identified total distance as the sole and strongest predictor of hyperactivity (R2=0.411) and, except for participant-reported irritability, yielded significant models for all other measures (mean R2=0.282, SD 0.064; all P<.05).

Conclusions: This study provides empirical evidence on VR-derived movement variables that can inform the development of standardized methodologies for ADHD and comorbid behavior assessment. The identified metrics and their predictive patterns offer a basis for integrating VR-based measures into future research and clinical applications.

基于虚拟现实的儿童注意缺陷/多动障碍和共病症状评估:框架开发和标准化研究。
背景:随着虚拟现实(VR)技术的日益普及,其在精神病设置中收集客观行为数据的潜力已得到广泛认可。然而,缺乏标准化的方法限制了研究的可重复性和数据整合,特别是在评估注意力缺陷/多动障碍(ADHD)和相关行为(如易怒和攻击)时。目的:本研究考察了基于vr的运动数据对核心ADHD症状(多动和注意力不集中)和合并症破坏性行为(易怒和攻击)的应用,旨在确定可重复和临床可操作的指标,并评估其对每个症状领域的解释能力,以评估这些变量的总体使用情况。方法:共45例患儿(平均年龄9.06岁,SD 2.11岁,n=14/45,女性占31%)分为2组,确诊ADHD患儿28例(62%),对照组17例(38%)。分析了七个vr衍生的运动变量:平均速度、加速度、总距离、占用的面积、手和头之间的距离、运动频率和静止时间。相关分析和逐步回归分析确定了哪些变量最能预测ADHD症状和共病行为。结果:在7个vr衍生变量中,平均速度(平均r=0.460, SD = 0.097)和总距离(平均r=0.442, SD = 0.116)的相关性最广,各与8个测量相关。相比之下,运动频率仅与多动症相关(r=0.416; P= 0.004),提示预测价值强但窄。逐步回归将总距离确定为多动症的唯一且最强的预测因子(R2=0.411),除参与者报告的易怒外,所有其他测量指标均产生显著模型(平均R2=0.282, SD 0.064;所有p)结论:本研究为vr衍生的运动变量提供了经验证据,可以为ADHD和共病行为评估的标准化方法的发展提供信息。确定的指标及其预测模式为将基于vr的措施整合到未来的研究和临床应用中提供了基础。
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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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