1
|
Caselles‐Pina L, Sújar A, Quesada‐López A, Delgado‐Gómez D. Adherence, frequency, and long-term follow-up of video game-based treatments in patients with attention-deficit/hyperactivity disorder: A systematic review. Brain Behav 2023; 13:e3265. [PMID: 37743605 PMCID: PMC10636395 DOI: 10.1002/brb3.3265] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/11/2023] [Revised: 09/11/2023] [Accepted: 09/12/2023] [Indexed: 09/26/2023] Open
Abstract
BACKGROUND Attention-deficit/hyperactivity disorder (ADHD) is a prevalent neurodevelopmental disorder in children and adolescents. Recent studies show that video games have great potential for the treatment and rehabilitation of ADHD patients. The aim of the present review is to systematically review the scientific literature on the relationship between video games and ADHD, focusing on adherence to treatment, frequency of the intervention, and the long-term follow-up of video games in children and adolescents with ADHD. METHODS The preferred reporting items for systematic reviews and meta-analyses guidelines were adopted. The review protocol was registered in PROSPERO database. We searched in three databases, PubMed, Medline, and Web of Science to identify studies examining the association between video game interventions in ADHD patients. RESULTS A total of 18 empirical studies met the established inclusion criteria. The results showed that video games-based interventions can be used to improve ADHD symptoms and display high adherence to treatment. In addition, in the studies reviewed, the most common intervention frequency is 30 min three to five times per week. However, there is little evidence from studies with video games showing long-term effects in patients with ADHD. CONCLUSION Video games are useful and effective interventions that can complement traditional treatments in patients with ADHD.
Collapse
Affiliation(s)
- Lucía Caselles‐Pina
- Department of StatisticsUniversidad Carlos III de MadridGetafeSpain
- Department of PsychologyUniversidad Autónoma de MadridMadridSpain
| | - Aaron Sújar
- School of Computer EngineeringUniversidad Rey Juan CarlosMóstolesSpain
| | | | | |
Collapse
|
2
|
Sújar A, Martín-Moratinos M, Rodrigo-Yanguas M, Bella-Fernández M, González-Tardón C, Delgado-Gómez D, Blasco-Fontecilla H. Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide. JMIR Serious Games 2022; 10:e33884. [PMID: 35916694 PMCID: PMC9379781 DOI: 10.2196/33884] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2021] [Revised: 04/12/2022] [Accepted: 06/12/2022] [Indexed: 12/03/2022] Open
Abstract
Video game–based therapeutic interventions have demonstrated some effectiveness in decreasing the symptoms of attention deficit hyperactivity disorder (ADHD). Compared with more traditional strategies within the multimodal treatment of ADHD, video games have certain advantages such as being comfortable, flexible, and cost-efficient. However, establishing the most appropriate type(s) of video games that should be used for this treatment remains a matter of debate, including the commercial existing video games or serious video games that are specifically constructed to target specific disorders. This guide represents a starting point for developing serious video games aimed at treating ADHD. We summarize the key points that need to be addressed to generate an effective and motivating game-based treatment. Following recommendations from the literature to create game-based treatments, we describe the development stages of a serious video game for treating ADHD. Game design should consider the interests of future users; game mechanics should be based on cognitive exercises; and therapeutic mechanisms must include the control of difficulty, engagement, motivation, time constraints, and reinforcement. To elaborate upon this guide, we performed a narrative review focused on the use of video games for the treatment of ADHD, and were inspired by our own experience during the development of the game “The Secret Trail of Moon.”
Collapse
Affiliation(s)
- Aarón Sújar
- Department of Psychiatry, Hospital Universitario Puerta de Hierro Majadahonda, Majadahonda, Spain
- Department of Computer Engineering, Universidad Rey Juan Carlos, Madrid, Spain
| | - Marina Martín-Moratinos
- Department of Psychiatry, Hospital Universitario Puerta de Hierro Majadahonda, Majadahonda, Spain
- Faculty of Medicine, Universidad Autónoma de Madrid, Madrid, Spain
| | - María Rodrigo-Yanguas
- Department of Psychiatry, Hospital Universitario Puerta de Hierro Majadahonda, Majadahonda, Spain
- Faculty of Medicine, Universidad Autónoma de Madrid, Madrid, Spain
| | - Marcos Bella-Fernández
- Department of Psychiatry, Hospital Universitario Puerta de Hierro Majadahonda, Majadahonda, Spain
- Faculty of Psychology, Universidad Autónoma de Madrid, Madrid, Spain
- Department of Psychology, Universidad Pontificia de Comillas, Madrid, Spain
| | | | | | - Hilario Blasco-Fontecilla
- Department of Psychiatry, Hospital Universitario Puerta de Hierro Majadahonda, Majadahonda, Spain
- Faculty of Medicine, Universidad Autónoma de Madrid, Madrid, Spain
- ITA Mental Health, Madrid, Spain
- Centro de Investigación Biomédica en Red Salud Mental, Madrid, Spain
| |
Collapse
|
3
|
Abstract
Over the years, there has been a significant increase in the adoption of game-based interventions for behaviour change associated with many fields such as health, education, and psychology. This is due to the significance of the players’ intrinsic motivation that is naturally generated to play games and the substantial impact they can have on players. Many review papers measure the effectiveness of the use of gaming on changing behaviours; however, these studies neglect the game features involved in the game design process, which have an impact of stimulating behaviour change. Therefore, this paper aimed to identify game design mechanics and features that are reported to commonly influence behaviour change during and/or after the interventions. This paper identified key theories of behaviour change that inform the game design process, providing insights that can be adopted by game designers for informing considerations on the use of game features for moderating behaviour in their own games.
Collapse
|
4
|
Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106963] [Citation(s) in RCA: 45] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
|
5
|
Chan S, Li L, Torous J, Gratzer D, Yellowlees PM. Review and Implementation of Self-Help and Automated Tools in Mental Health Care. Psychiatr Clin North Am 2019; 42:597-609. [PMID: 31672210 DOI: 10.1016/j.psc.2019.07.001] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Abstract
Self-help and automated technologies can be useful for behavioral and mental health education and interventions. These technologies include interactive media, online courses, artificial intelligence-powered chatbots, voice assistants, and video games. Self-help media can include books, videos, audible media like podcasts, blog and print articles, and self-contained Internet sites. Social media, online courses, and mass-market mobile apps also can include such media. These technologies serve to decrease geospatial, temporal, and financial barriers. This article describes different self-help and automated technologies, how to implement such technologies in existing clinical services, and how to implement according to patient needs.
Collapse
Affiliation(s)
- Steven Chan
- Palo Alto Veterans Affairs Health System, Palo Alto, CA, USA; Division of Hospital Medicine, Clinical Informatics, University of California, San Francisco, San Francisco, CA, USA; Department of Psychiatry, University of California, Davis, Davis, CA, USA.
| | - Luming Li
- Department of Psychiatry, Yale School of Medicine, Yale University, New Haven, CT, USA
| | - John Torous
- Beth Israel Deaconess Medical Center, Boston, MA 02115, USA; Harvard University, Cambridge, MA, USA
| | - David Gratzer
- Centre for Addiction and Mental Health, University of Toronto, Toronto, ON M5T 1L8, USA
| | - Peter M Yellowlees
- Department of Psychiatry, University of California, Davis, Sacramento, CA 95817-1353, USA
| |
Collapse
|
6
|
Veselkov K, Schuller B. The age of data analytics: converting biomedical data into actionable insights. Methods 2018; 151:1-2. [PMID: 30526989 DOI: 10.1016/j.ymeth.2018.10.017] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022] Open
Affiliation(s)
- Kirill Veselkov
- Translational data analytics group, Department of Surgery and Cancer, Imperial College London, SW7 2AZ, London.
| | - Bjoern Schuller
- GLAM - Group on Language, Audio & Music, Imperial College London, SW7 2AZ, London; Chair of Embedded Intelligence for Health Care and Wellbeing, University of Augsburg, 86159, Augsburg, Germany
| |
Collapse
|