The effect of a virtual reality based intervention on processing speed and working memory in individuals with ADHD—A pilot-study

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Filipa Cunha, Sara Campos, Vítor Simões-Silva, Victòria Brugada-Ramentol, Bebiana Sá-Moura, Hossein Jalali, Amir Bozorgzadeh, M. J. Trigueiro
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引用次数: 1

Abstract

Introduction: This study aimed to evaluate the effectiveness of a virtual reality based intervention in processing speed and working memory in students with ADHD symptomatology. Methods: A randomized experimental study was conducted, with a sample consisting of 25 adult participants recruited from the Escola Superior de Saúde do Politécnico do Porto. The participants were allocated into two groups: a passive control group and an intervention group that completed 10 sessions using virtual reality-based games from the Enhance VR app. The intervention included 6 games: Whack-a-mole, Shuffled, Assembly, React, Memory Wall, and Maestro. The participants underwent pre- and post-intervention evaluations using the Southwestern Assessment of Processing Speed (SWAPS) and the Sequence of Letters and Numbers and Spatial Location of the Wechsler Adult Intelligence Scale - 3rd Edition - WAIS-III. Descriptive statistics were used to characterize the sample and a mixed ANOVA was used to test the effectiveness of the intervention. Results: There was an improvement in the results of processing speed in the group exposed to the intervention (p < 0.001) and the value of the interaction between intervention and time was also significant (p = 0.004). There were no statistically significant differences between the participants’ working memory in the different variables under study, except for the values of the Spatial location test in the experimental group that improved relative to the initial assessment (p = 0.034). Discussion: A virtual reality cognitive training intervention resulted in improvements in the processing speed measures, which were not found in the control group. Although we cannot make the same conclusions regarding working memory, these results suggest that the VR intervention resulted in progress in the experimental group, possibly influenced by the intervention, which should be verified in future studies with longer interventions.
基于虚拟现实的干预对ADHD-A患者处理速度和工作记忆的影响
引言:本研究旨在评估基于虚拟现实的干预措施在多动症症状学生的处理速度和工作记忆方面的有效性。方法:进行一项随机实验研究,样本由25名成年参与者组成,他们来自波尔图高级政治学院。参与者被分为两组:一组是被动控制组,另一组是使用Enhance VR应用程序中的基于虚拟现实的游戏完成10次会话的干预组。干预包括6个游戏:“打鼹鼠”、“洗牌”、“组装”、“反应”、“记忆墙”和“大师”。参与者使用韦克斯勒成人智力量表第三版WAIS-III的西南处理速度评估(SWAPS)和字母、数字序列和空间位置进行干预前和干预后评估。描述性统计用于表征样本,混合方差分析用于测试干预的有效性。结果:干预组的处理速度有改善(p<0.001),干预与时间之间的相互作用值也有显著性(p=0.004)。在研究的不同变量中,参与者的工作记忆没有统计学上的显著差异,除了实验组的空间位置测试值相对于初始评估有所改善(p=0.034)。讨论:虚拟现实认知训练干预导致了处理速度测量的改善,而这在对照组中没有发现。尽管我们无法就工作记忆得出相同的结论,但这些结果表明,VR干预在实验组中取得了进展,可能受到干预的影响,这一点应该在未来的长期干预研究中得到验证。
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
CiteScore
5.80
自引率
0.00%
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审稿时长
13 weeks
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