| Literature DB >> 35308884 |
Haowen Jiang1, Rohit Natarajan1, Yao Kang Shuy1, Lim Rong1, Melvyn Weibin Zhang2, Ranganath Vallabhajosyula3.
Abstract
Attention deficit hyperactivity disorder (ADHD) is a common neurodevelopmental disorder associated with significant morbidity. Current treatment approaches consist of a mixture of pharmacological and psychological approaches. The emergence of digital technology, and mobile gaming applications, represents a promising novel method in potentially augmenting existing interventions for ADHD. In this review, we will map out the use of mobile gaming applications in the management of ADHD and evaluate the effectiveness of these technologies and any areas for future research. Four electronic databases were searched for relevant articles. All articles were screened for abstract and full text by two independent reviewers, and data extracted onto a common data extraction sheet. The data was narratively synthesized and reported in line with the PRISMA-ScR guidelines. A total of 19 studies were included. Studies mostly evaluated the effectiveness of games on male children with ADHD. Most games were focused on the treatment of ADHD, while a minority were focused on the diagnosis and monitoring of ADHD. Some of the common gaming mechanisms employed in games included having participants responding to cures, remembering details, and making associations between different entities. The studies generally showed an improvement in performance of children as they played the games, but evidence for the effectiveness of these modalities remains scarce and mixed. While it is exciting that there is such a wide variety of games available currently in the diagnosis, treatment, and monitoring of ADHD, many of the games lack clinical evidence to prove their effectiveness. Furthermore, most studies contain several limitations including small sample size, limited ages of participants, lack of control group, and lack of comprehensive outcomes. To promote the application of these games to clinical practice, robust clinical trials, collaboration between stakeholders and using a comprehensive set of outcome measurements is essential.Entities:
Keywords: attention deficit hyperactivity disorder; children; digital technologies; serious games; systematic review
Year: 2022 PMID: 35308884 PMCID: PMC8931195 DOI: 10.3389/fpsyt.2022.792402
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Figure 1PRISMA flowchart of the study selection process.
General characteristics of reviewed studies.
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| 1 | Agustini et al. ( | Mixed methods | Indonesia | 19 | (7-8) | Not reported |
| 2 | Baghaei et al. ( | Mixed methods | New Zealand | 36 | (20-29) | 47.2 |
| 3 | Craven and Groom ( | Developmental | UK | – | – | – |
| 4 | De La Guía et al. ( | Mixed methodsb | Spain | 12 | 7.83 (5-16) | 66.7 |
| 5 | De La Guía et al. ( | Developmental | Spain | – | – | – |
| 6 | Fraiwan et al. ( | Developmental | Jordan | – | – | – |
| 7 | Harrison et al. ( | Mixed methods | USA | 4 | 11.75 (11-12) | 75 |
| 8 | Ivett Daniela Jácome et al. ( | Mixed methods | Colombia | 5 | Not reported | 60 |
| 9 | Mwamba et al. ( | Mixed methods | South Africa | 30 | 10 (5-16) | 53.3 |
| 10 | Ocay et al. ( | Experimental (ethnographic) | Philippines | 11 | (6-10) | 83.3 |
| 11 | Rodríguez-Pérez et al. ( | Developmental | Spain | – | – | – |
| 12 | Sinnari et al. ( | Experimental (ethnographic) | UK | 17 | (6-12) | 0 |
| 13 | Somma et al. ( | Developmental | Italy | – | – | – |
| 14 | Kollins et al. ( | Experimental (open-label, non-randomized) | USA | 206 | 10.6 (8-14) | 74.8 |
| 15 | Spitale et al. ( | Mixed methods | Italy | 27 | 26 (19-44) | 55.6 |
| 16 | Swarts et al. ( | Developmental | South Africa | – | – | – |
| 17 | Tajima-Pozo et al. ( | Case report | Spain | 1 | 10 (10) | 100 |
| 18 | Wronska et al. ( | Mixed methods | Poland | 6 | (8-12) | 33.3 |
| 19 | Yerys et al. ( | Experimental (before-and-after) | USA | 19 | 11.25 (9-13) | 89.5 |
UK, United Kingdom; USA, United States of America.
Percentage male participants.
Combination of developmental and some experimental methods.
Mean age not reported.
Game modalities.
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| 1 | Agustini et al. ( | Bible warriors adventure games | Developed | Unavailable | Intervention (Facilitate learning and education in children with ADHD) |
| 2 | Baghaei et al. ( | GLtron (modified) | Commercially acquired (modified) | Modification of the GLtron video game to include BRIGHT, a set of generic design principles aimed to increase self-esteem in ADHD children because of playing computer games | Intervention (improving self-esteem in children with ADHD) |
| 3 | Craven and Groom ( | SnappyApp, awkward owls, wormy fruit | Developed | All three games are based on Go/No Go tests—Fruits are flashed one after another, players must click on “bananas” when it appears (SnappyApp); Players are tasked to collect only yellow owls and ignore brown owls (Awkward Owls); Players click Go on “non-wormy” fruits, stop when a “wormy apple” appears (Wormy fruits) | Monitoring of ADHD symptoms; potential for training of inhibitory control |
| 4 | De La Guía et al. ( | Stimulating capabilities (StiCap) | Developed | StiCap comprises three games that aim to enhance memory (a memory card game), attention (memorizing order of animals that appear on screen), and associative capacity (selecting animal whose name starts with letter flashed on screen). Each game has 3 difficulty levels that are activated whenever a previous level of lower difficulty is cleared | Intervention (Improving cognitive abilities e.g., memory and attention in children with ADHD) |
| 5 | De La Guía et al. ( | Stimulating collaborative cognitive capabilities (Co-StiCap) | Developed | Players are given a series of pictures attached to NFC tags. The game will project pictures on a screen, and players must tap the NFC tag of the corresponding picture on an NFC reader | Intervention (Facilitate stimulation of cognition and communication in children with ADHD) |
| 6 | Fraiwan et al. ( | Unnamed game 1 (S/n 6) | Developed | There are four game components, two of which require action by players—(i) Behavior game (Players decide what to do in certain social situations to gain rewards), (ii) Puzzle and matching game (Involves jigsaws and | Intervention (Acquisition of appropriate behavioral patterns in children with behavioral disabilities) |
| 7 | Harrison et al. ( | EpicWin | Commercially acquired (but modified) | Game tasks players to complete a to-do list—where completing one item grants your character XP and allows you to complete quests | Intervention (Promotion of self-regulation in attention and task completion in children with ADHD) |
| 8 | Ivett Daniela Jácome et al. ( | DIVIDI2 | Developed | Players turn into an astronaut and have access to different kinds of adventures which test different concepts e.g., gamification theory, usability, design patterns, and EMOINAD cards. Players can also create a virtual pet which can be customized according to players' performance in | Intervention (Improve divided attention i.e., skill to pay attention to more than one stimulus without losing focus on current task in children with ADHD) |
| 9 | Mwamba et al. ( | PANDAS | Developed | The objective of the task was to travel on a raft from one end of a river to the other end as quickly as possible, while collecting gems and avoiding obstacles by shifting the raft to one of | Assessment (Assess presence of ADHD using quantitative methods) |
| 10 | Ocay et al. ( | Unnamed game 2 (S/n 10) | Commercially acquired on Google Play Store | Players are exposed to “find-the-object” game play | Intervention (Improve learning motivations and frustration tolerance in children with ADHD) |
| 11 | Rodríguez-Pérez et al. ( | mHealth tool (generic name) | Developed | This application acts as a hub that integrates four platforms for stakeholders in the management of ADHD in children: children, parents, teachers, and medical staff. The children's platform has three different serious games—color sets, card games, and mathematical games | Assessment (using expert systems based on Bayesian networks); Intervention (Development of cognitive abilities of children with ADHD) |
| 12 | Sinnari et al. ( | ACTIVATE | Commercially acquired | ACTIVATE™ comprises three portals—the teacher, student, and test portal. The student portal comprises six computer games which target a different set of skills—from category formation and sustained attention to speed of information processing. The test portal involves the player taking three NIH cognitive assessments (The Flanker Test, The Working Memory Test, The Go/No-Go Test) | Intervention (Improve attention, processing, and cognitive capacities of children with ADHD) |
| 13 | Somma et al. ( | Unnamed game 3 | Developed | The game has 2 phases—assessment and training. The testing section evaluates a child's degree of ADHD based on four fields—attention, working memory, inhibition, and planning. The training area provides specific training, with respect to each area presented in the assessment phase, through exercises and tasks that adapt to the child's starting level | Intervention (Improve executive functions in children with ADHD) |
| 14 | Kollins et al. ( | AKL-T01 (EndeavourRx) | Commercially acquired | Players are required to navigate an avatar through obstacle courses and collect targets along the way. Clearing each level requires a certain degree of focus and multi-tasking ability. Levels adapt to the competency level of children | Intervention (Improve attention) |
| 15 | Spitale et al. ( | Reflex | Developed | Players are required to place the physical item they see on the application on the physical play area in front of them. There are five activities of five tasks in total—images, numbers, letters, words, tangram, with each task lasting a maximum of 2.5 min | Intervention (Improving motivation and lowering frustration in people with neurodevelopmental disorders) |
| 16 | Tajima-Pozo et al. ( | ADHD trainer | Commercially acquired (Play Store/App Store) | The game is based on the Tajima cognitive method (TCT), with activities targeting different cognitive areas including calculation, verbal fluency, attention, perceptual reasoning, visuomotor coordination, and memory | Intervention (Improve executive function and cognitive symptoms in children with ADHD) |
| 17 | Wronska et al. ( | LyC: Lectura y Comprensión | Developed | The game had nine interactive exercises which proceeded in three stages. Students had to (i) read text containing important information, (ii) understand and process information into answers, and (iii) select the correct answer from all presented by dragging the button from the toolbox and dropping it on the picture or label | Intervention (Improve comprehension and attention of children with ADHD) |
| 18 | Yerys et al. ( | Project EVO | Commercially acquired (Google Play Store) | There are two main interventions in the application—multi-tasking and educational interventions. In the multi-tasking intervention, players rapidly switch between a perceptual discrimination attention/memory task (choosing a target animal from three options) and a continuous visuomotor driving-type task (steering a hovercraft down a river). In educational intervention, players generate words from an array of letters | Intervention (Target cognitive interference in children with ASD and co-occuring ADHD symptoms) |
Developed, Developed by the research team specifically for the purposes of the study.
Commercially Acquired, Acquired from openly available sources including Google Play Store, Apple App Store, or other available sources for mobile games (unspecified in papers).
PANDAS was described in both Mwamba et al. (.
The measured outcome and the results that employed gamified interventions.
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| 1 | Agustini et al. ( | Bible warrior adventure games | Field trial test (pre/post) | Average score increased from 67.01 to 80.04 |
| 2 | Baghaei et al. ( | GLtron (modified) | Subjective quantitative and qualitative evaluation by participants | Game increases confidence in children with low self-esteem (81%) |
| 3 | De La Guía et al. ( | Co-StiCap | Smileyometer test (satisfaction) | Games were brilliant ( |
| 4 | Harrison et al. ( | EpicWin | Reading engagement, response and completion | Improvement in reading engagement with small effect size ( |
| 5 | Ivett Daniela Jácome et al. ( | DIVIDI2 | Simultaneous interview and questionnaire with children and parents to measure usability and acceptance | Children will play with it (100%) and with their friends (80%) |
| 6 | Kollins et al. ( | EndeavorRx | ADHD-related impairment measured by impairment rating scale (IRS), clinical global impressions scale—improvement (CGI-I) and ADHD rating scale (ADHD-RS) | Significantly improved IRS, CGI-I and ADHD-RS with or without stimulant use after 4-week treatment and 4-week treatment pause ( |
| 7 | Mwamba et al. ( | PANDAS | Sensitivity and specificity of linear binary support vector machine (SVM) | Calculated accuracy of 83.5% |
| 8 | Ocay et al. ( | Unamed | Time spent using augmented reality (AR) compared to time spent using mirror tracing persistence task (MTPT) as indicator of frustration | Increase in task attempt time using AR ( |
| 9 | Sinnari et al. ( | ACTIVATE | Sustained attention, working memory, speed of information processing, response inhibition, cognitive flexibility, category formation, pattern formation, and multiple simultaneous attention | Improvement in sustained attention (23%), response inhibition (28%), speed of processing (49%), and cognitive flexibility (38%) |
| 10 | Spitale et al. ( | Reflex | Interviews with therapists (descriptive feedback) | Minimalism, predictability, clarity, reward, configurability, levelability, assessability, constrainability, avatar were themes highlighted by therapists |
| 11 | Tajima-Pozo et al. ( | ADHD trainer | Conners parent and teacher rating scales (CPTRS) and Barkley school situations questionnaire (BSSQ) | Improvement in CPTRS (19–15 for teachers, 20–16 for parents) |
| 12 | Wronska et al. ( | LyC: Lectura y Comprensión | Mean score and time taken to complete game | Increased mean score (2.83–3.17) |
| 13 | Yerys et al. ( | Project EVO | Test of variables of attention attention performance index (TOVA API) Descriptive caretaker reports | For multi-tasking intervention (MTI): |