Effect of Video Games or Virtual Reality in Reducing Symptoms of Cognitive Deficits in Children and Adolescents with ADHD: A Systematic Review

L. Ambrosio, Sibin Marian, Rodrigo Rosa Gameiro, T. Mohammed, Ana Paula Couto Moreira, André Ricardo Mateus, B. C. Coimbra, Bruna Fornazieri Piotto, Claudia Sheyla Alvarez Huaman, Daniel Athayde Junger de Oliveira, Dante Altenfelder Silva Mesquita Arra, E. Lincango, Elizabeth Guzmán Ledesma, Emiliano Garza Frias, É. J. F. Peixoto de Miranda, Erika Elizabeth Morales Ubico, Maria V. Velasquez Hammerle, Marta Maria Moreira Lemos, Rafael Correa Coelho, Raissa Pavoni Gomes de Molla, Valentina Guatibonza-García, Roberta R Grudtner
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Abstract

Introduction: Attention-deficit hyperactivity disorder (ADHD) is one of the most frequent neurodevelopmental diseases affecting children and adolescents worldwide. Standard treatments often include a combination of pharmacotherapy and cognitive interventions. In the last decade, the effects of video game- and virtual reality (VR)-based treatments have been investigated as viable additional strategies to tackle ADHD symptoms. Methods: A systematic literature review was conducted to identify studies that compared video game or VR-based interventions with standard care in children and adolescents affected by ADHD, evaluating cognitive, motor, and behavioral outcomes. The RoB-2 and MINORS tools were utilized to assess the risk of bias in included studies. Results: Five studies published between 2001 and 2021 were included (437 patients, mean age: 10.74). Four studies investigated a video game-based intervention, and the remaining study employed VR. Collectively, the studies showed little to no effects on investigated outcomes. However, most of them were also affected by severe methodological issues carrying a moderate-to-high risk of bias. Discussion: ADHD is a complex disorder often needing a multi-dimensional, individualized therapeutical approach. Video games and VR carry substantial advantages, such as higher patient involvement, cost-effectiveness, and subtle improvements in cognitive and behavioral outcomes. However, additional well-designed clinical trials are needed to prove their efficacy in pediatric patients with ADHD.
视频游戏或虚拟现实在减少儿童和青少年多动症患者认知缺陷症状中的作用:一项系统综述
引言:注意力缺陷多动障碍(ADHD)是影响全球儿童和青少年的最常见的神经发育疾病之一。标准治疗通常包括药物治疗和认知干预相结合。在过去的十年里,基于视频游戏和虚拟现实(VR)的治疗方法的效果已被研究为解决多动症症状的可行的额外策略。方法:对受多动症影响的儿童和青少年进行系统的文献综述,以确定将基于视频游戏或VR的干预措施与标准护理进行比较的研究,评估认知、运动和行为结果。RoB-2和MINORS工具用于评估纳入研究中的偏倚风险。结果:纳入了2001年至2021年间发表的五项研究(437名患者,平均年龄:10.74岁)。四项研究调查了基于视频游戏的干预,其余研究采用了VR。总的来说,这些研究对调查结果几乎没有影响。然而,他们中的大多数人也受到严重的方法论问题的影响,这些问题具有中度到高度的偏见风险。讨论:多动症是一种复杂的疾病,通常需要多维度、个性化的治疗方法。视频游戏和VR具有显著的优势,如更高的患者参与度、成本效益以及认知和行为结果的细微改善。然而,还需要更多精心设计的临床试验来证明它们对患有多动症的儿童患者的疗效。
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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