| Literature DB >> 35573357 |
María Rodrigo-Yanguas1,2, Carlos González-Tardón3, Marcos Bella-Fernández1,2,4, Hilario Blasco-Fontecilla1,2,3,5.
Abstract
Objective: To carry out a quasi-systematic review of the use of serious video games for health as a cognitive rehabilitative tool in patients diagnosed with attention-deficit hyperactivity disorder. Method: A quasi-systematic review of serious video games used as an evaluative and rehabilitative tool in patients with ADHD was conducted. It included behavioral patterns in the use of video games and addiction problems in this population. For its elaboration the PRISMA GUIDES were followed. The search was carried out in three PubMed databases, MEDLINE, and PsycInfo using the keywords: [game OR serious game OR computer game) AND (psychotherapy OR rehabilitation OR intervention OR mental disorders) AND (adhd)], [(adhd) AND (Video game addiction)]. All articles written in English, Spanish, or Portuguese from January 1970 to June 2021 were included: those in which reference was made to the use of video games and/or new technologies as a therapeutic and evaluative tool in children and adults diagnosed with ADHD, as well as those that referred to behavioral and clinical patterns in the use of video games.Entities:
Keywords: ADHD; addiction; cognitive rehabilitation; revision; videogames
Year: 2022 PMID: 35573357 PMCID: PMC9091561 DOI: 10.3389/fpsyt.2022.798480
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 5.435
FIGURE 1Flowchart of the review following the PRISMA guidelines.
Serious video games for health as a therapeutic tool in ADHD patients.
| Author | Title | Method | Results | Conclusion |
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| Larose et al. | Psychology of computers: XIV. Cognitive rehabilitation through computer games | C = Canada. | Experimental group improve in visual scan ( | The serious videogame can be used like tool of visuo-spatial cognitive training |
| Kaduson and Finnery ( | Self-control game interventions for attention-deficit hyperactivity disorder. | C = United States. | Outcomes of self-control self-reports of children who received SCG and Biofeedback training was higher [ | Self-control training can reduce self-perception of disinhibition |
| Shaffer et al. | Effect of Interactive Metronome® Training on Children With ADHD | C = United States. | Metronome training group improved in five parameters: attentional motor control, language processing, reading, regulation of emotions, and aggressive behavior ( | Children with ADHD who receive metronome training seem to be able to improve in their ADHD symptoms like attention, motor control, and school skills |
| Shalev et al. | Computerized Progressive Attentional Training (CPAT) Program: Effective Direct Intervention for Children with ADHD | C = Israel. | Children with ADHD who received training with CPAT improved in reading comprehension ( | CPAT training program can enhance academic performance and inattention symptomatology |
| Prins et al. ( | Does Computerized Working Memory Training with Game Elements Enhance Motivation and Training Efficacy in Children with ADHD? | C = Netherlands. | Generally, Training group had better output in the task (less wrongs), best performance in memory task ( | Video games can be use like trainer in memory with ADHD patients |
| Dovis et al. ( | Improving Executive Functioning in Children with ADHD: Training Multiple Executive Functions within the Context of a Computer Game. A Randomized Double-Blind Placebo Controlled Trial. | C = Netherlands. | Children who trained with the videogame improved significantly in short-term memory and visuo-spatial tasks ( | Training with executive-functioning video games can reduce ADHD symptomatology |
| Sánchez-López et al. ( | Physical activity intervention (Movi-Kids) on improving academic achievement and adiposity in preschoolers with or without attention deficit hyperactivity disorder: study protocol for a randomized controlled trial | C = Spain. | Movi-Kids group increased exercise, school performance, and maintaining a healthy weight ( | Increased physical activity results in improvements in school performance and prevents obesity |
| Weerdmeester et al. ( | A Feasibility Study on the Effectiveness of a Full-Body Videogame Intervention for Decreasing Attention Deficit Hyperactivity Disorder Symptoms | C = Netherlands. | According to parents and teacher questionnaire, children who played “Adventurous Dreaming Highflying Dragon” improved significantly in two variables: fine motor skills and self-impulsiveness ( | “Adventurous Dreaming Highflying Dragon” is a useful cognitive rehabilitation tool to children with ADHD |
| Bul et al. ( | Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children with Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial | P = Netherlands and Belgium. | According to the parent reports, the children in group one improved in time management skills ( | The practice of the game “Play-it Commander” is beneficial for functional improvement of life in children diagnosed with ADHD |
| Kermani et al. | Working Memory Training in the Form of Structured Games in Children with Attention Deficit Hyperactivity Disorder | P = Iran. | The experimental group significantly improved in the parents’ reports in inattentive symptomatology and hyperactivity ( | Working memory training produces transfers in improving school and behavioral performance in children with ADHD |
| Smith et al. ( | A Randomized Controlled Trial of an Integrated Brain, Body, and Social Intervention for Children With ADHD. | C = United States and Chinese | Only significant improvements were found in working memory tasks ( | Training in various domains does not produce widespread improvements in the symptomatology of ADHD |
| Bikic et al. ( | A double-blind randomized pilot trial comparing computerized cognitive exercises to Tetris in adolescents with attention-deficit/hyperactivity disorder | C = Denmark | The group with SBT training improved in sustained attention ( | Training with serious health games can serve as attentional and working memory training |
| Lau et al. ( | Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis | C = Canada | With a regulated and specific training in serious health video games, a reduction in symptoms has been seen in patients with depression, autism, ADHD, alcoholism, and pathologies that affect cognitive functioning | Serious health games have benefits for different pathology groups and ages |
| Johnstone et al. ( | Game-based combined cognitive and neurofeedback training using focus pocus reduces symptom severity in children with diagnosed AD/HD and subclinical AD/HD | C = Australia | According to parents’ evaluations, patients who had video game training had significant improvements in CONEERS-3 questionnaire scores [attention: ( | Efficacy of working memory training, inhibitory control, and neurofeedback in children with ADHD |
| Bruce et al. ( | Hazard perception skills of young drivers with Attention Deficit Hyperactivity Disorder (ADHD) can be improved with computer based driver training: An exploratory randomized controlled trial. | C = Australia. | The group that received immediate training with the video game “Drive Smart” improved in hazard detection ( | Perceptual skills training help to reduce traffic accidents in patients with ADHD |
| Bul et al. ( | A serious game for children with ADHD: Who benefits the most? | C = Belgium. | After training, children with lower levels of hyperactivity and higher levels of behavioral problems improved in planning and organizational tasks ( | The use of serious health video games as a therapeutic tool for ADHD |
| Bikic et al. ( | Attention and executive functions computer training for attention-deficit/hyperactivity disorder (ADHD): results from a randomized, controlled trial | C = Denmark | No significant improvement was found sustained attention (β = -0.047; CI (-0.247 to 0.153), in parent-completed ADHD-SR scales [β = -0.037; CI (-0.224 to 0.150)]; and by ADHD-RS teachers β = 0.093; CI (-0.107 to 0.294); on the BRIEF scales filled out by parents [β = -0.119; CI (-0.307 to 0.069)] and by teachers [β = 0.136; CI (-0.048 to 0.322] | No significant cognitive improvement has been found after training with the ACTIVATE computer program |
| García-Redondo et al. ( | Serious Games and their effect improving attention in students with learning disabilities. | C = Spain | The experimental group improved in attention performance in D2 test (visual attention task) ( | Video games can be used like good cognitive rehabilitation tool in children with ADHD |
| Benzing and Schmidt ( | The effect of exergaming on executive functions in children with ADHD: A randomized clinical trial | C = Switzerland | The group that had exergaming training had a significant improvement in executive functions [ | Exergaming training can benefit executive functions and motor skills |
| Dovis et al. ( | Does executive function capacity moderate the outcome of executive function training in children with ADHD? | C = Netherlands | After training, there is an improvement but not significant in measures of near transfer (EF performance) and far transfer (ADHD symptoms and EF behavior reported by parents) ( | Patients with ADHD with deficiencies in executive functions do not seem to benefit from prior executive function training |
| Rajabi et al. ( | Effect of combined neurofeedback and game-based cognitive training on the treatment of ADHD: A randomized controlled study | C = Iran | Patients in the training group had a significant improvement in visual attention [(1, 32) = 9.9, | Neurofeedback Training Along with Use of Cognitive Training Games May Reduce ADHD Symptoms |
| Hahn-Markowitz et al. ( | Efficacy of Cognitive-Functional (Cog-Fun) Occupational Therapy Intervention Among Children With ADHD: An RCT | C = Israel | Children who received Cog-Fun training showed significant improvements in parent-completed questionnaires ( | Training in Cog-Fun Occupational therapy (OT) showed positive effects on parents |
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| Prins et al. | “Braingame Brian”: Toward an Executive Function Training Program with Game Elements for Children with ADHD and Cognitive Control Problems. | C = Netherlands. | Braingame Brian training let to improvements in executive functions. | Braingame Brian videogame can be effective as cognitive rehabilitation tool with ADHD children. |
| Van der Oord et al. ( | A Pilot Study of the Efficacy of a Computerized Executive Functioning | C = Netherlands. | Children who receive training in videogame had statistical significance ADHD symptoms’ outcomes in DISC-IV and BRIEF questionnaires regardless of medication (p < 0.05). | Braingame Brian is a serious videogame to cognitive rehabilitation tool to ADHD children. |
| Strahler et al. | ADHD rehabilitation through video gaming: a systematic review using PRISMA guidelines of the current findings and the associated risk of bias. | C = Brazil. | Serious videogame for the health is focused on training in the attention, working memory, and change of behavior | Serious videogame can be a good option of cognitive rehabilitation. |
| Flynn et al. ( | Solitary Active Videogame Play Improves | C = United States. | Patients who played alone had a significant improvement in the Stroop test (F(1, 33) = 6.70, p = 0.014) and in the Flank task (F(1, 33) = 5.92, p = 0.021) | Training with video games produces more improvement in executive functions if played alone. |
| Quian et al. ( | Brain-computer-interface-based intervention re-normalizes brain functional network topology in children with attention deficit/hyperactivity disorder. | C = Singapore. | After training, children with ADHD inattention had better connectivity in salience/ventral attention network (SVN) (p = 0.019) and they had increased functional connectivity between task-positive networks and subcortical regions (P = 0.05). | BCI based attention training can be used like rehabilitation cognitive training in children with ADHD. |
| Moore et al. ( | Clinician-delivered cognitive training for children with attention problems: effects on cognition and behavior from the ThinkRx randomized controlled trial. | C = United States. | Children who were treatment groups improve in five quantitative measures auditory processing, working memory, reasoning and logic, long-term memory, and IQ score (p < 0.05), and three qualitative measures: parents reported to improve in confidence, self-discipline and cooperation. | ThinkRx can be new cognitive training tool to improve the cognitive and behavioral parameters. |
| Flynn et al. ( | A Game-Based Repeated Assessment for Cognitive Monitoring: Initial Usability and Adherence Study in a Summer Camp Setting. | C = United States | Generally, performance outcomes of activities was better by children with ADHD (p < 0.05): (For example, simple and multi-task reaction time: F(3,54) = 2.51, p = 0.068; t-test, p = 0.066). | Children reported to Akili Interactive’s Monitoring were enjoyable and the rate of adherence was high. |
| Kokol et al. ( | Serious Game-based Intervention for Children with Developmental Disabilities | C = Slovenia | The main pathologies with the highest number of articles were: Autism spectrum disorder (n = 45); Developmental coordination disorder (n = 26); Attention deficit hyperactivity disorder (n = 24); Disabilities affecting intellectual abilities (n = 23). | Serious health games can be potential tools for anxiety reduction, stress regulation, emission recognition, and rehabilitation. |
| López et al. ( | The plausibility of using unmanned aerial vehicles as a serious game for dealing with attention deficit-hyperactivity disorder. | C = Mexico | Study of the possible use of “Brain computer interfaces” in patients with ADHD for the improvement of a serious health game “Ummaned Aerial Vehicles.” | The use of “Brain computer interfaces” seems to be an effective tool for cognitive training in patients with ADHD. |
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| Lim et al. | A Brain-Computer Interface Based Attention Training Program for Treating Attention Deficit Hyperactivity Disorder. | C = Singapore. | Patients who played with the BCI videogame improved in attention symptom, hyperactivity and impulsivity (p < 0.01). | BCI videogame is a new cognitive rehabilitation tool to children with ADHD. |
| Frutos-Pascual | Adaptive Tele-Therapies Based on Serious Games for Health for People with Time-Management and Organizational Problems: Preliminary Results. | C = Brazil. | Children reported being satisfied with the program, especially on prioritizing task (78.75 out of 100). | Videogame can be used to train in planification to children with or without ADHD in their daily life. |
| Rohani et al. | Brain-Computer Interface using P300 and Virtual Reality: A Gaming Approach for Treating ADHD. | C = Denmark | P300 potential can be used like measure of attention in videogame (Subject 1 had the smallest averaged statistical significance (t(1,9) = 5.78, p < 0.0153) and Subject 4 had achieved the largest (t(1,9) = 17.31, p < 0.0022). | Serious videogame can be used to train in sustained attention. |
| Shih et al. | Assisting children with Attention Deficit Hyperactivity Disorder to reduce the hyperactive behavior of arbitrary standing in class with a Nintendo Wii Remote Controller through an active reminder and preferred reward stimulation | C = Chinese | Both patients had a significant improvement in self-control of hyperactivity (p < 0.01). | “Nintento Will remote” can be used to self-control therapy with ADHD children. |
| Wrońska et al. | An iPad-Based Tool for Improving the Skills of Children with Attention Deficit Disorder. | C = Spain | Task completion average time was decreasing from first task (μ = 86.17 ± 19.53), to second task (μ = 50.33 ± 18.04), and third task (μ = 40.00 ± 15.07). | “LyC” videogame is a good tool to improvement of comprehensive reading and sustained attention in children with ADHD regardless of age. |
| Bul et al. | Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD. | C = Netherlands | Outcomes parents questionnaires indicated a good satisfaction with the “plan-it commander” videogame: 6,7; SD = 1.4 (on a scale from 1 to 10). | “Plan-It Commander” videogame is a cognitive rehabilitation tool to improve in management time, planning, and prosocial skills. |
| Ali and Puthusserypady | A 3D Learning Playground for Potential Attention Training in ADHD: A Brain Computer Interface Approach. | C = Denmark. | Healthy subjects improved in sustained attention and inhibition of stimulus task (average hits = 92.26 ± 7.97; and average time = 3.07 ± 1.09). | 3D serious video games can be used to cognitive rehabilitation in focus attention with healthy children and children with ADHD. |
| Ruiz-Manrique et al. | Case Report: “ADHD Trainer”: the mobile application that enhances cognitive L in ADHD patients. | C = Spain. | After training period, outcome was better in three questionnaires: Conners Parents Questionnaire (T0 = 20, T1 = 16), Conners Teacher Questionnaire (T0 = 19, T1 = 15) and Barkley School Situations Questionnaire (T0 = 70, T1 = 66). | “ADHD Trainer” videogame improved in visuo-spatial memory, fine motor skills, and decrease to video games addiction. |
| Healey and Halperin | Enhancing Neurobehavioral Gains with the Aid of Games and Exercise (ENGAGE): Initial open trial of a novel early intervention fostering the development of preschoolers’ self-regulation. | C = Australia. | Parents reported in their children a decrease of the hyperactivity (p > 0.001), the aggressiveness (p < 0.001), and attentional problems (p < 0.001). These effects maintained over the following 12 months. | ENGAGE videogame is a therapeutic tool to training in self-regulation with preschool children. |
| Bégel et al. ( | Music Games: Potential Application and Considerations for Rhythmic Training. | C = France | As of the present day, there is no rhythmic skills training video game that meets the essential requirements to serve as a rehabilitation tool. | Video games based on rhythmic skills training can be useful in psychiatric pathologies such as ADHD. |
| Buitelaar ( | Optimising treatment strategies for ADHD in adolescence to minimise ‘lost in transition’ to adulthood. | C = Netherlands | Use of mobile applications and mindfulness to improve medication adherence in adolescents with ADHD. | Use of alternative methods to improve medication adherence in adolescents with ADHD. |
| Savulich et al. ( | Focusing the Neuroscience and Societal Implications of Cognitive Enhancers. | C = United Kingdom | Cognitive training based on serious health video games can improve motivational, attentional, and reasoning symptoms. | Importance of multimodal treatment (medication and cognitive training) in patients with prefrontal lobe involvement |
| Rivera-Flores & Vera-Álvarez ( | Intervención computarizada para mejorar la atención sostenida en un niño con TDAH. | C = Peru | The patient had an improvement in focus attention as assessed by the CSAT program after the intervention (d’ (T pre-test: 0 = 0; T post-test: 39); A’ (T pre-test: 15; T post-test: 37). | Computer-based attention training can be useful as a cognitive tool. |
| Bossenbroek et al. ( | Efficacy of a Virtual Reality Biofeedback Game (DEEP) to reduce anxiety and disruptive classroom behavior: Single-Case study. | C = Netherlands | After training there was a small significant reduction in anxiety (d = -0.29) and disruptive behavior although this did not reach significance (d = -0.16). The state of relaxation lasted an average of 2 h | Virtual Reality as a potential anxiety reduction tool. |
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| Walker et al. ( | Play Attention Interactive Learning Tool. | C = United States. | To achieve a therapeutic effect is necessary to continued practice at least during 40 h (or if existing behavior problems, is necessary to increase in 60 h) with “play attention” videogame. | It is necessary carry out more research about the effect therapeutic with “Play attention” program. |
| Wilkinson et al. | Online Video Game Therapy for Mental Health Concerns: A Review. | C = Canada. | Recently, serious video games have been designed like rehabilitation cognitive tool for different pathologies: violent behaviors, anxiety disorders, ADHD, autism, and neurodegenerative disorders. | Serious video games are used in mental health. |
| Benzing et al. | Cognitively and physically demanding | C = Swiss. | An experimental study will be done with control group (n = 66; 8–12 years). The training will be with video games that mix the cognitive and motor component. The training will be during 3 sessions per week (each 30 min) during 2 months. | Importance of cognitive training and sports practice in children with ADHD. |
| Goodwin | Attention training for infants at familial risk of ADHD (INTERSTAARS): study protocol for a randomized controlled trial. | C = England. | An experimental care training study will be done with the “INTERSTAARS” program in children aged 10–14 months at risk of developing ADHD. | INTERSTAARS is the first cognitive training instrument in babies at risk of developing ADHD. |
ADHD, attention deficit hyperactivity disorder; SMR, sensory motor; SLD, specific learning disorder.
Serious video game for health as an assessment tool in ADHD patients.
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| Mitchell et al. ( | Reaction Time, Impulsivity, and Attention in Hyperactive Children and Controls: A Video Game Technique | C = United States. | The objective has been the creation of an evaluation video game. | Children with ADHD have lower motor and calculating speeds |
| Kerns and Price ( | An Investigation of Prospective Memory in Children With ADHD. | C = Canada. | Children with ADHD performed worse in the CyberCruiser game in both Experiment 1 ( | The CyberCruiser video game as a way to evaluate prospective memory |
| Lawrence et al. ( | Executive function and ADHD: A comparison of children’s performance during neuropsychological testing and real-world activities | C = Australia | Children with ADHD performed less well in executive functions and processing speed in both neuropsychological tasks and real-world activities ( | Children with ADHD have problems with executive functions |
| Ohan and Johnston ( | What is the Social Impact of ADHD in Girls? A Multi-Method Assessment | C = Canada. | Girls with ADHD and ODD showed less prosocial and more aggressive behaviors ( | The Girls Club video game as a method of assessing prosocial behavior |
| Pop-Jordanova and Gucev ( | Game-based peripheral biofeedback for stress assessment in children. | P = Republic of Macedonia | In children with generalized anxiety and ADHD more psychopathological features were found, less extroversion ( | Relaxation is a more difficult task for children with ADHD and generalized anxiety |
| Heller et al. ( | A Machine Learning-Based Analysis of Game Data for Attention Deficit Hyperactivity Disorder Assessment. | C = United States. | Diagnosis efficacy for ADHD was high for inattention type 78% ( | The “’Groundskeeper” game seems to be useful for the diagnosis of ADHD |
| Berger and Goldzweig. ( | Response Inhibition in Preschoolers at Familial Risk for Attention Deficit Hyperactivity Disorder: A Behavioral and Electrophysiological Stop-Signal Study. | P = Israel. | Children with increased symptoms of ADHD, especially with parent-reported hyperactivity ( | Inhibitory behavior can be a predictor of ADHD |
| Peijnenborgh et al. ( | A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4–8 years | C = Netherlands | Older children made fewer inhibition errors ( | Timo’s Adventure obtained high sensitivity (0.89) and specificity (0.69) for detecting children with ADHD |
| Faraone et al. ( | The Groundskeeper Gaming Platform as a Diagnostic Tool for Attention-Deficit/Hyperactivity Disorder: Sensitivity, Specificity, and Relation to Other Measures. | C = United States. | A significant correlation was found between the CPT-3 assessment test and the groundskeeper gaming platform ( | The use of video games the groundskeeper gaming platform” as an evaluation tool of the adhd |
| Delgado-Gomez et al. ( | Microsoft Kinect-based Continuous Performance Test: An Objective Attention Deficit Hyperactivity Disorder Assessment. | C = Spain | The video game obtained a significant correlation with the symptoms of inattention ( | “Microsoft Kinect-based Continuous Performance Test” as an improvement of the CPT for the assessment of ADHD |
| Mwamba et al. ( | PANDAS: Paediatric Attention-Deficit/Hyperactivity Disorder Application Software | C = South Africa | The detection sensitivity of the diagnosis of ADHD with the LOOCV task was 75% | Further research is needed into the use of video games as a diagnostic tool |
ODD, oppositional defiant disorder.
ADHD behavioral patterns with video game use.
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| Lawrence et al. ( | ADHD Outside the Laboratory: Boys’ Executive Function Performance on Tasks in Videogame Play and on a Visit to the Zoo | C = Australia. | The ADHD group in the video game “crash Bandicoot” in tasks with higher work memory load spent more time to complete it ( | Cognitive difficulties derived from ADHD are context-dependent and are associated with some behavioral inhibition deficits |
| Shaw et al. ( | Inhibition, ADHD, and Computer Games: The Inhibitory Performance of Children with ADHD on Computerized Tasks and Games. | C = United Kingdom | Children with ADHD showed difficulty in inhibiting classic assessment tasks such as CPT-II compared to the video game Pokémon Task [ | Children with ADHD have better impulse control in engaging video games |
| Aase and Sagvolden ( | Infrequent, but not frequent, reinforcers | C = Norway. | Children with ADHD had problems in sustained attention and their performance was worse ( | Children with ADHD have an altered reinforcement mechanism |
| Aase and Sagvolden ( | Decision-making on an explicit risk-taking task in preadolescents with attention-deficit/hyperactivity disorder. | C = Switzerland | A moderate relationship between hyperactivity and risky decisions was observed in the first game ( | There is an association between risky decision making and impulsiveness |
| Tahiroglu et al. ( | Short-Term Effects of Playing Computer Games on Attention | C = Turkey | Being male ( | The time spent playing video games can have an effect on short-term attention as measured by the Stroop test |
| Silva and Frère ( | Virtual environment to quantify the influence of color stimuli on the performance of tasks requiring attention | C = Brazil. | The use of yellow-blue colors decreased performance in both groups ( | The performance in the daily tasks of people with ADHD is influenced by the color of the same |
| Dovis et al. ( | Can Motivation Normalize Working Memory and Task Persistence in Children with Attention-Deficit/Hyperactivity Disorder? The Effects of Money and Computer-Gaming. | C = Belgium. | Children with ADHD needed extra strong reinforcement (incentive 10 euros or video game) ( | Video games can be a cost-effective way to maximize performance in children with ADHD |
| Bioulac et al. ( | Video Game Performances Are Preserved in ADHD Children Compared With Controls | C = France. | The ADHD group performed worse on the CPT-II task ( | Difficulties in the inhibitory control of patients with ADHD depend on the task at hand |
| Lis et al. ( | Social Interaction Behavior in ADHD in Adults in a Virtual Trust Game. | C = Germany. | The ADHD group made greater investments ( | Adults with ADHD appear to show alterations in social interaction behavior |
| Michel et al. ( | The effect of reinforcement variables on inhibition in children with ADHD | C = Canada. | Children with ADHD performed better when they had shorter delayed reinforcement ( | Children with ADHD have greater difficulty with inhibitory control |
| Robaey et al. ( | Stop and look! Evidence for a bias toward virtual navigation response strategies in children with ADHD symptoms | C = Canada. | Children with at least one symptom of ADHD performed better in response ( | Learning based on repetition and reward is more effective in children with ADHD |
| Bolic et al. ( | Internet Activities During Leisure: A Comparison Between Adolescents With ADHD and Adolescents From the general Population. | C = Sweden. | Teenagers with ADHD went out less with friends, did less sport ( | Teenagers with ADHD prefer to play internet games online |
| Furukawa et al. ( | Evidence for increased behavioral control by punishment in children with attention-deficit hyperactivity disorder. | C = New Zealand. | Children with ADHD performed worse when the punishment was prolonged in time ( | Children with ADHD are more sensitive to the cumulative effect of punishment |
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| Chan and Rabinowitz ( | A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents | C = United States. | A correlation was found between playing more than 1 h a day on the YIAS scale and higher symptoms on the CPRS scale of inattention ( | Playing video games more than an hour a day can make ADHD symptoms worse |
| Swing et al. ( | Television and Video Game Exposure and the Development of Attention Problems | C = Canada. | In both groups, exposure to television and video console shows a small moderate correlation with attention problems (r between 0.17 and 0.23) | Watching TV and playing video games can be a risk factor for attention problems |
| Pfeifer et al. ( | Play preference of children with ADHD and typically developing children in Brazil: A pilot study | C = Brazil. | Children with ADHD preferred to play at school ( | Children with ADHD preferred to play in protected places with adult supervision, individual games and no implicit rules |
| Ferguson ( | The influence of television and video game use on attention and school problems: A multivariate analysis with other risk factors controlled. | C = United States. | A correlation appears between ADHD and intrinsic factors: being male, antisocial traits, negative interactions with adults and anxiety ( | The use of television and video games are not significant predictors of childhood care problems |
| Engelhardt et al. ( | Media Use and Sleep Among Boys With Autism Spectrum Disorder, ADHD, or Typical Development | C = United States. | A negative correlation was found between the presence of electronic devices in the bedroom and the hours of sleep ( | The presence of electronic devices can cause sleep problems |
| Ferguson and Olson ( | Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms | C = United States. | There was no significant correlation between video game use in children with mental health problems and increased violence ( | Children with mental health problems do not appear to be a “vulnerable” population to the violent effects of video games |
| Kietglaiwansiri and Chonchaiya ( | Pattern of video game use in children with ADHD and typical development Short running title: Videogaming in children with ADHD. | C = Thailand | Children diagnosed with ADHD had greater compulsive behavior when playing video games (37.5% vs. 11.8% | Children with ADHD have more problems using video games |
| Becker et al. ( | Nighttime Media Use in Adolescents with ADHD: Links to Sleep Problems and Internalizing Symptoms | C = United States. | Adolescents had an average of 5.31 h of use. 77% of the teens reported sleeping less than 8 h. Increased media use has been associated with decreased sleep and increased anxiety ( | Night-time media use by adolescents with ADHD can lead to sleep problems and internalizing comorbid symptoms |
| Ferguson and Wang ( | Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth: A Longitudinal Study | C = Singapore | No link between aggressivity and video game use | |
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| Schmidt and Vandewater ( | Media and Attention, Cognition, and School Achievement | C = United States. | Influence of video games, television and internet access on the acquisition of cognitive skills in childhood and adolescence | The content of new technologies is more influential than the technology itself |
| Valkenburg ( | The Limited Informativeness of Meta-Analyses of Media Effects | C = Netherlands | Inconsistent results on the relationship of video game use with aggression and symptoms of inattention | Need for more studies on the effects of video games |
ASD, autism spectrum disorder; PVP, Problem Video Game Playing Questionnaire; YIAS-K, Young Internet Addiction Scale; CPT, Conners’ Performance Test; ASRS, Adult ADHD Self-Report Scale; PG, pathological gambling; NAA-N, acetyl-aspartate.