Literature DB >> 26325247

Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.

Kim C M Bul1,2, Ingmar H A Franken2, Saskia Van der Oord3,4,5, Pamela M Kato6, Marina Danckaerts7, Leonie J Vreeke1,2, Annik Willems8, Helga J J van Oers9, Ria van den Heuvel10, Rens van Slagmaat11, Athanasios Maras1.   

Abstract

The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.

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Year:  2015        PMID: 26325247     DOI: 10.1089/g4h.2015.0021

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  16 in total

Review 1.  What is the level of evidence for the use of currently available technologies in facilitating the self-management of difficulties associated with ADHD in children and young people? A systematic review.

Authors:  Lauren Powell; Jack Parker; Valerie Harpin
Journal:  Eur Child Adolesc Psychiatry       Date:  2017-12-08       Impact factor: 4.785

2.  Optimising treatment strategies for ADHD in adolescence to minimise 'lost in transition' to adulthood.

Authors:  J K Buitelaar
Journal:  Epidemiol Psychiatr Sci       Date:  2017-04-17       Impact factor: 6.892

3.  Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review.

Authors:  María Rodrigo-Yanguas; Carlos González-Tardón; Marcos Bella-Fernández; Hilario Blasco-Fontecilla
Journal:  Front Psychiatry       Date:  2022-04-27       Impact factor: 5.435

4.  A new framework of design and continuous evaluation to improve brain training.

Authors:  Aaron R Seitz
Journal:  J Cogn Enhanc       Date:  2017-11-21

Review 5.  Engagement in technology-enhanced interventions for children and adolescents: Current status and recommendations for moving forward.

Authors:  A R Georgeson; April Highlander; Raelyn Loiselle; Chloe Zachary; Deborah J Jones
Journal:  Clin Psychol Rev       Date:  2020-04-30

6.  Improvements in Attention Following Cognitive Training With the Novel "Decoder" Game on an iPad.

Authors:  George Savulich; Emily Thorp; Thomas Piercy; Katie A Peterson; John D Pickard; Barbara J Sahakian
Journal:  Front Behav Neurosci       Date:  2019-01-21       Impact factor: 3.558

7.  Development, feasibility and acceptability of a gamified cognitive DEvelopmental assessment on an E-Platform (DEEP) in rural Indian pre-schoolers - a pilot study.

Authors:  Supriya Bhavnani; Debarati Mukherjee; Jayashree Dasgupta; Deepali Verma; Dhanya Parameshwaran; Gauri Divan; Kamal Kant Sharma; Tara Thiagarajan; Vikram Patel
Journal:  Glob Health Action       Date:  2019       Impact factor: 2.640

8.  Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial.

Authors:  Kim C M Bul; Pamela M Kato; Saskia Van der Oord; Marina Danckaerts; Leonie J Vreeke; Annik Willems; Helga J J van Oers; Ria Van Den Heuvel; Derk Birnie; Thérèse A M J Van Amelsvoort; Ingmar H A Franken; Athanasios Maras
Journal:  J Med Internet Res       Date:  2016-02-16       Impact factor: 5.428

9.  A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?

Authors:  Kim C M Bul; Lisa L Doove; Ingmar H A Franken; Saskia Van der Oord; Pamela M Kato; Athanasios Maras
Journal:  PLoS One       Date:  2018-03-15       Impact factor: 3.240

10.  Attention Deficit Hyperactivity Disorder: Is There an App for That? Suitability Assessment of Apps for Children and Young People With ADHD.

Authors:  Lauren Powell; Jack Parker; Naomi Robertson; Valerie Harpin
Journal:  JMIR Mhealth Uhealth       Date:  2017-10-04       Impact factor: 4.773

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