评估证据:对数字干预多动症的有效性和安全性的系统回顾。

IF 3.4 2区 医学 Q2 PSYCHIATRY
Elia Gabarron, Kerstin Denecke, Guillermo Lopez-Campos
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引用次数: 0

摘要

背景:注意缺陷/多动障碍(ADHD)影响学业、工作和社会关系。数字干预措施,如虚拟现实、游戏、应用程序和其他,提供了可获得的治疗选择,但了解其功效和潜在的不良影响对于安全使用至关重要。本研究的目的是识别和分析在系统综述中报告的ADHD数字干预措施的疗效和不良反应。方法:我们对系统综述进行了系统综述,以评估已报道的数字干预ADHD的有效性和安全性。我们检索了Scopus、PubMed、PsycINFO和Cochrane图书馆的相关出版物。研究选择和数据提取都是重复进行的,以确保准确性和减少偏倚。本综述遵循PRISMA 2020指南、PRISMA危害清单,我们使用AMSTAR-2评估纳入综述的质量和偏倚风险。结果:共纳入了26篇关于数字干预ADHD的系统综述。这些审查共涉及34,442名参与者,其中大多数集中在儿童和青少年。分析的数字干预包括视频游戏、计算机化认知训练、虚拟现实、应用程序等。结果报告了各种积极的影响,比如注意力不集中和执行功能的改善,尽管证据质量普遍较低。在纳入的26篇评论中,有8篇(30.1%)报告了不良反应,包括身体不适、情绪反应和行为问题,如电子游戏成瘾。结论:本系统综述的系统综述表明,虽然数字干预ADHD显示出潜在的益处,但由于证据质量低,其有效性仍不确定。不良影响,尤其是电子游戏的不良影响,已经有报道,但文献记载并不一致。未来的研究应侧重于严格的安全性评估、标准化报告和长期有效性。试验注册:本系统评价在Prospero注册:CRD42024521084。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating the evidence: a systematic review of reviews of the effectiveness and safety of digital interventions for ADHD.

Background: Attention-Deficit/Hyperactivity Disorder (ADHD) impacts academics, work and social relationships. Digital interventions, such as virtual reality, games, app and other, offer accessible therapeutic options, yet understanding their efficacy and potential adverse effects is crucial for safe use. The objective of this study is to identify and analyze the efficacy and adverse effects reported in systematic reviews of digital interventions for ADHD.

Methods: We conducted a systematic review of systematic reviews to assess the reported efficacy and safety of digital interventions for ADHD. We searched for relevant publications in Scopus, PubMed, PsycINFO and Cochrane Library. Both study selection and data extraction were performed in duplicate to ensure accuracy and reduce bias. This review followed PRISMA 2020 guidelines, PRISMA-harms checklist, and we used AMSTAR-2 to assess the quality and risk of bias of the included reviews.

Results: A total of 26 systematic reviews on digital interventions for ADHD were included. These reviews collectively involved 34,442 participants, with the majority focusing on children and adolescents. The digital interventions analyzed included video games, computerized cognitive training, virtual reality, apps, and others. The outcomes reported various positive effects, such as improvements in inattention and executive function, though evidence was generally low quality. Adverse effects were reported in 8 of the 26 included reviews (30,1%), and included physical discomfort, emotional reactions, and behavioral issues, such as video game addiction.

Conclusions: This systematic review of systematic reviews indicates that while digital interventions for ADHD show potential benefits, their effectiveness remains inconclusive due to low evidence quality. Adverse effects, particularly from video games, have been reported but are inconsistently documented. Future research should focus on rigorous safety assessments, standardized reporting, and long-term effectiveness.

Trial registration: This systematic review is registered in Prospero: CRD42024521084.

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来源期刊
BMC Psychiatry
BMC Psychiatry 医学-精神病学
CiteScore
5.90
自引率
4.50%
发文量
716
审稿时长
3-6 weeks
期刊介绍: BMC Psychiatry is an open access, peer-reviewed journal that considers articles on all aspects of the prevention, diagnosis and management of psychiatric disorders, as well as related molecular genetics, pathophysiology, and epidemiology.
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