有无注意缺陷/多动障碍儿童和青少年严重游戏注意力松弛的辨辨力:验证性研究

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-13 DOI:10.2196/65170
Nicolás Ruiz-Robledillo, Ignacio Lucas, Rosario Ferrer-Cascales, Natalia Albaladejo-Blázquez, Javier Sanchis, Juan Trujillo
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引用次数: 0

摘要

背景:注意缺陷/多动障碍(ADHD)是一种以注意力不集中、多动和冲动为特征的普遍神经发育疾病,严重影响受影响儿童和青少年的心理、社会和学业健康。传统的ADHD诊断方法往往依赖于主观报告,这可能有偏见。最近严肃游戏的发展提供了客观评估工具的可能性。目的:本研究旨在评价严肃游戏“注意力松弛线”(Attention Slackline)对儿童和青少年ADHD的鉴别能力和并发效度,以及游戏表现与ADHD标准化评估量表的相关性。方法:32名诊断为ADHD的儿童和青少年和39名健康对照者参与研究。参与者被分为两个年龄组:儿童(6-11岁)和青少年(12-17岁)。严肃游戏Attention Slackline与已建立的ADHD评估量表(包括儿童和青少年评估系统和ADHD评定量表IV)一起进行。使用多变量协方差分析组间差异,使用Cohen d报告效应量。使用Pearson r计算游戏表现与ADHD症状之间的相关性。ADHD患儿在注意力松弛线上的表现明显低于对照组(t65=-2.26;P = .03点;|d|=0.901),而青少年无显著差异(t65=0.75;P = =收;| | = 0.191)。在两项测试中,儿童的任务表现与家庭报告的多动/冲动症状呈负相关(r=-0.43和r=-0.51),但在青少年中没有观察到显著的相关性。结论:研究结果支持注意力松弛线评估多动症儿童多动/冲动症状的有效性。然而,其效果在青少年中下降,可能是由于发展因素,如补偿策略和任务绩效的天花板效应。该工具的游戏化性质增强了参与度,这对年轻人至关重要,同时保持了其在衡量冲动方面的诊断效用。年龄依赖的效度与先前的研究一致,表明连续的绩效测试范式在老年人中由于发育成熟而效果较差。注意松弛线显示了作为儿童多动症诊断的补充工具的潜力,提供了对多动/冲动的引人入胜和客观的评估。未来的研究应旨在建立临床分界点,并改进任务的复杂性,以符合个人特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Discriminative Power of the Serious Game Attention Slackline in Children and Adolescents With and Without Attention-Deficit/Hyperactivity Disorder: Validation Study.

Background: Attention-deficit/hyperactivity disorder (ADHD) is a prevalent neurodevelopmental condition characterized by inattention, hyperactivity, and impulsivity, significantly impacting the psychological, social, and academic well-being of affected children and adolescents. Traditional ADHD diagnostic methods often rely on subjective reports, which can be biased. Recent advancements in serious games offer the potential for objective assessment tools.

Objective: This study aimed to evaluate the discriminative power and concurrent validity of the serious game Attention Slackline in distinguishing children and adolescents with ADHD from those without the condition and in correlating game performance with standardized ADHD assessment scales.

Methods: A sample of 32 children and adolescents diagnosed with ADHD and 39 healthy controls participated in the study. Participants were divided into 2 age groups: children (aged 6-11 years) and adolescents (aged 12-17 years). The serious game Attention Slackline was administered alongside established ADHD assessment scales, including the Child and Adolescent Assessment System and the ADHD Rating Scale IV. Group differences were analyzed using multivariate analysis of covariance, and effect sizes were reported using Cohen d. Correlations between game performance and ADHD symptoms were calculated using Pearson r.

Results: Children with ADHD demonstrated significantly worse performance in Attention Slackline than the controls (t65=-2.26; P=.03; |d|=0.901), whereas no significant differences were observed in adolescents (t65=0.75; P=.73; |d|=0.191). Task performance was negatively correlated with family-reported hyperactivity/impulsivity symptoms in children across both tests (r=-0.43 and r=-0.51), but no significant correlations were observed in adolescents.

Conclusions: The findings support the validity of Attention Slackline for assessing hyperactivity/impulsivity symptoms in children with ADHD. However, its efficacy decreases in adolescents, potentially due to developmental factors, such as compensatory strategies and ceiling effects in task performance. The gamified nature of the tool enhances engagement, which is crucial for young populations, while maintaining its diagnostic utility in measuring impulsivity. The age-dependent validity aligns with previous research indicating that continuous performance test paradigms are less effective in older populations due to developmental maturation. Attention Slackline shows potential as a complementary tool for ADHD diagnosis in children, offering an engaging and objective assessment of hyperactivity/impulsivity. Future research should aim to establish clinical cutoff points and refine the task's complexity to align with individual characteristics.

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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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