| Literature DB >> 29234356 |
Azadeh Bashiri1, Marjan Ghazisaeedi1, Leila Shahmoradi1.
Abstract
Attention deficit hyperactivity disorder (ADHD) is one of the most common psychiatric disorders in childhood. This disorder, in addition to its main symptoms, creates significant difficulties in education, social performance, and personal relationships. Given the importance of rehabilitation for these patients to combat the above issues, the use of virtual reality (VR) technology is helpful. The aim of this study was to highlight the opportunities for VR in the rehabilitation of children with ADHD. This narrative review was conducted by searching for articles in scientific databases and e-Journals, using keywords including VR, children, and ADHD. Various studies have shown that VR capabilities in the rehabilitation of children with ADHD include providing flexibility in accordance with the patients' requirements; removing distractions and creating an effective and safe environment away from real-life dangers; saving time and money; increasing patients' incentives based on their interests; providing suitable tools to perform different behavioral tests and increase ecological validity; facilitating better understanding of individuals' cognitive deficits and improving them; helping therapists with accurate diagnosis, assessment, and rehabilitation; and improving working memory, executive function, and cognitive processes such as attention in these children. Rehabilitation of children with ADHD is based on behavior and physical patterns and is thus suitable for VR interventions. This technology, by simulating and providing a virtual environment for diagnosis, training, monitoring, assessment and treatment, is effective in providing optimal rehabilitation of children with ADHD.Entities:
Keywords: Attention deficit hyperactivity disorder; Child; Rehabilitation; Virtual environment; Virtual reality
Year: 2017 PMID: 29234356 PMCID: PMC5725338 DOI: 10.3345/kjp.2017.60.11.337
Source DB: PubMed Journal: Korean J Pediatr ISSN: 1738-1061
Virtual reality experiences for the rehabilitation of children with ADHD
| Aim of study | ADHD patients' characteristics | VR technology types | Results | Sources |
|---|---|---|---|---|
| Study the efficacy of a near-infrared spectroscopy-based Neurofeedback training in VR classroom. | n=90 schoolchildren | VR classroom | Improve training programs and academic performance and decrease of ADHD symptoms. | University Hospital Tuebingen (2016) |
| Range, 6–10 years | ||||
| (1) Study the diagnostic validity of VC in comparison to a CPT test, (2) explore the task difficulty of VC, (3) address the effect of distractors on the performance of participants with ADHD. | n=33 | Virtual classroom-CPT (VC) | Significant differences between performance in the virtual environment and the traditional computerized one, with longer reaction times in virtual reality. | Neguţ et al. (2016) |
| Range, 7–13 years | ||||
| (1) Investigate validity and reliability of the ClinicaVR: Classroom-(CPT); (2) test the relationship between performance in the virtual test and the attendant sense of presence and cyber sickness experienced by participants (3) assess potential effects of gender and age on performance in the test. | n=102 (53 girls and 49 boys) | ClinicaVR: classroom-(CPT) | In this study, test did not cause much cyber sickness. Also ClinicaVR: classroom-CPT recommend as an assessment tool for selective and sustained attention, and response inhibition. | Nolin et al. (2016) |
| Range, 7–16 years | ||||
| The comparison of the performance in a CPT test in a VR classroom between medicated and unmedicated children with ADHD and healthy children | n=94 (26 medica ted children with ADHD and 68 medicated children with ADHD and 34 healthy children) | Virtual reality classroom (CPT-VRC) | Virtual reality technology has potential to evaluate ADHD symptoms in an ecologically valid environment. | Muhlberger et al. (2016) |
| Range, 7–16 years | ||||
| Study time of performances in the VR classroom with measures of the CPT II. | n=36 | VR classroom | Decrease performance time in individuals with ADHD. | Bioulac et al. (2012) |
| Range, 7–10 years | ||||
| Study the efficacy of VR in manipulating and eventually training time perception | n=not mentioned | VR game | Training and improvement in time perception of children with ADHD | Gongsook (2012) |
| Range, not mentioned | ||||
| Develops a novel assessment based on performance of children with ADHD, behavior & reaction using VR | n=not mentioned | VR classroom | Improve attention and executive function. | Yeh et al. (2012) |
| Range, 7–13 years | ||||
| Explore the efficacy of VR systems as treatment tools in primary impairments of ADHD, autism and cerebral palsy disorders. | n=not mentioned | Review past studies | Provide (1) feedback-focused interaction, (2) gesture-based interaction, and (3) haptic-based interaction. | Wang and Reid. (2011) |
| Range, not mentioned | ||||
| (1) Compare the performance of children with ADHD on VR-CPT with TOVA. (2) Assess the how the VR environment is experienced. | n=37 (20 with ADHD and 17 without ADHD) | VR-CPT | The VR-CPT is an enjoyable and user-friendly assessment tool to help diagnosis of children with ADHD. | Pollak et al. (2009) |
| Range, 9–17 years | ||||
| Investigate the ability of the VR classroom to compare between children with ADHD and the 16 same age control group and also evaluate the efficacy of ecologically valid distracters. | n=19 | VR classroom | (1) Introduce lifelike distractions, (2) make test with more ecologically valid test and (3) offer a standardized environment to carry out research. | Adams et al. (2009) |
| Range, 8–14 years | ||||
| Highlight the implementation of the psychotherapeutic principles for children with ADHD in VR classroom. | n=not mentioned | VR classroom | (1) Provide high accurate assessment, (2) reduce time (3) control the therapeutic process and (4) applying cognitive behavioral therapy techniques | Anton et al. (2009) |
| Range, not mentioned | ||||
| The comparison of performance of children with ADHD in VR-CPT with NO VR-CPT and TOVA | n=20 | VR-CPT | The VR-CPT is a sensitive and user-friendly assessment tool in children with ADHD. | Pollak et al. (2009) |
| Range, 9–17 years | ||||
| Validation of VR technology for the assessment of children with ADHD | n=10 | VR classroom | The efficacy of VR-CPT to identify attentional difficulties in children with ADHD | Gutiérrez-Maldonado et al. (2009) |
| Range, 6–11 years | ||||
| A controlled clinical comparison of attention performance in children with ADHD in a VR classroom | n=10 boys | VR classroom | Virtual classroom had good potential for controlled performance assessment within an ecologically valid environment and due to the presence of distraction stimuli, appear significant effects. | Parsons et al. (2007) |
| Range, 8–12 years | ||||
| Highlight unsafe road-crossing behavior of children with ADHD in a hazardous environment. | n=24 (12 boys and 12 girls) | VR traffic gap-choice task | Virtual reality helps identify and educate those at higher risk of being involved in dangerous traffic situations. | Clancy et al. (2006) |
| Range, 13–17 years | ||||
| Investigate VR feedback to increase EEG signal | n=120 subjects with ADHD, epilepsy or mood disorders | VR games | Better outcomes with information-rich feedback in virtual reality environments | Othmer and Kaiser (2004) |
| Range, not mentioned | ||||
| Highlight the potential of VR for improving attention | n=26 | VR classroom | The effectiveness of integrated VR with cognitive training in attention enhancement and focus on some tasks | Cho et al. (2002) |
| Range, not mentioned | ||||
| Developed the prototype of the Attention Enhancement System using VR and EEG biofeedback | n=50 | VR Neurofeedback | (1) Improve assessment and treatment. (2) enhance attention | Cho et al. (2002) |
| Range, 13–17 years | ||||
| Develop the new treatment system for children with ADHD using VR. | n=10 | VR classroom | (1) Decrease inattention or impulsivity (2) improve attention and treatment | Lee et al. (2001) |
| Range, not mentioned | ||||
| Study VR applications in assessment and rehabilitation of cognitive/functional processes | n=15 | VR classroom | Improve the reliability of neuropsychological assessments | Rizzo et al. (2000) |
| Range, not mentioned |
ADHD, attention deficit hyperactivity disorder; VR, virtual reality; CPT, continuous performance test; VC, virtual classroom; TOVA, Test of Variables of Attention; EEG, electroencephalography.