Abstract
Attention-deficit/hyperactivity disorder (ADHD) is a prevalent and serious disorder among children. Video games have shown potential for aiding in child healthcare. Video games could contribute to the assessment and management of ADHD, but there are no previous reviews on this topic. Here, we systematically review the evidence about video game-based assessment tools and interventions for children diagnosed with ADHD. This review followed the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines. The review protocol was registered in PROSPERO database. We searched four databases—PubMed, PsycInfo, Embase and clinicaltrials.gov—to identify original studies exploring either video game-based interventions or video game-based assessment tools in children with ADHD. After initial screening, full text revision and study selection, 22 articles were finally included in the review. Most studies used PC as platform, with a minority using a video console, pad, or 3D device. Video game-based assessment tools were generally effective in discriminating ADHD cases from controls, and in discriminating between ADHD subtypes. Video game-based therapeutic interventions were well accepted and generally effective in improving cognitive areas and decreasing ADHD symptoms. Gamification and cognitive training could be the main mechanisms underlying the usefulness and effectiveness of video game-based assessment tools and interventions. Software optimization and greater collaboration between developers and healthcare professionals are some of the priorities for future research in this area.
Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.Avoid common mistakes on your manuscript.
ADHD is a prevalent disorder that is often difficult to diagnose and treat. New technologies, including video games, could offer an alternative approach to the assessment and management of ADHD. |
Video game-based assessment tools were generally effective in discriminating ADHD cases from controls, and in discriminating between ADHD subtypes. |
Video game-based therapeutic interventions were generally effective in improving cognitive areas and decreasing ADHD symptoms. |
Software optimization, and greater collaboration between developers and healthcare professionals are some of the priorities for future research in this area. Longer follow-up periods are needed to explore the long-term effects of video game-based interventions. |
Introduction
Attention-deficit/hyperactivity disorder (ADHD) affects around 5% of children worldwide [1]. Children diagnosed with ADHD have a higher risk of substance misuse, comorbidity with other mental disorders, self-harm, and criminal behavior, as well as a reduced life expectancy [2,3,4].
Psychopharmacological treatment is not effective in 18–36% of patients, and it can have serious side effects [5, 6]. Low adherence to medication is also a common problem among children diagnosed with ADHD [7]. Additionally, access to specialized screening and treatment is limited in some areas [1, 8]. This calls for a search of alternatives for ADHD assessment and treatment.
To address these issues, authors are exploring alternative approaches, such as the application of new technologies in mental healthcare. Electronic Health (e-Health) could contribute to managing ADHD in children, as well as help closing the gap to mental healthcare provision [9]. Video games could be especially apt for this purpose. It would be expected that children with ADHD present with difficulties engaging in video games due to their short attention span. However, people with ADHD can focus for long periods of time on activities they enjoy, a phenomenon sometimes known as “hyperfocus” [10]. Video games are, therefore, a good opportunity to increase engagement with therapeutic interventions.
Concerns about the negative effects of video games have increased in the past years. Children diagnosed with ADHD may be at a higher risk of video game addiction [11]. However, in the right hands, video games may be a powerful ally. The so-called “serious games”, designed for beneficial purposes, could complement traditional approaches [12,13,14].
Previous reviews have explored the potential of video games for child healthcare: alleviating neuromotor dysfunctions [15], fighting childhood obesity [16], educating about asthma self-care [17], reducing anxiety symptoms [18], or managing chronic conditions [19]. Gamification is a useful strategy to improve patients’ engagement and motivation with certain therapeutic interventions, such as cognitive training [20]. There are also reviews about the benefits of cognitive training programs for children with ADHD, as well as cognitive interventions for children with neurodevelopmental disorders, showing promising results [21, 22]. However, there are no systematic reviews about video games for the assessment and treatment of ADHD.
Here, we review the literature evidence about video game-based assessment tools and interventions for children diagnosed with ADHD. We sought to answer the research questions: ‘How useful are video games for the assessment of attention-deficit/hyperactivity disorder in children?’ and ‘How effective are video games for the treatment of attention-deficit/hyperactivity disorder in children?’ We discuss the implications of our findings for clinical practice and future research.
Methods
This review followed the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines [23]. The review protocol was registered in the PROSPERO database (registration number CRD42020166313).
Inclusion/exclusion criteria
Inclusion criteria were:
-
i.
Original studies published in peer-reviewed journals.
-
ii.
Studies that include only people under the age of 18 in their sample, or that, having a mixed sample, provide separate results for child and adult populations.
-
iii.
Studies that either:
Tested video game-based tools to establish a diagnosis of ADHD or assess some elements related to the disorder (cognition, functionality, symptom severity, etc.), providing outcomes about the usefulness of such interventions. Usefulness was considered as concurrent validity, predictive validity, reliability, and practicality.
Or:
Tested video game-based interventions in children with ADHD, providing outcomes about the effectiveness and/or feasibility of such interventions. Effectiveness in any significant area was considered, such as reduction of symptoms, academic performance, quality of life, prognosis, adherence to medication, etc. Feasibility was considered in terms of response rate, engagement, drop-out rate, and/or acceptability. Diagnoses of ADHD must be either confirmed by a clinician or established using a standardized diagnostic tool.
Exclusion criteria were:
-
i.
protocols for Randomized Clinical Trials (RCTs), and other studies that do not provide measurable outcomes.
-
ii.
Interventions that target parent/caregivers or healthcare providers only.
There were no restrictions regarding participants’ gender or ethnicity.
Search strategy
We conducted a systematic literature search in four databases: PubMed, PsycInfo, Embase and clinicaltrials.gov. Last search date was 15th January 2020. There were no restrictions by date or language.
The following search terms were used: (“attention-deficit” OR “attention deficit” OR hyperactivity OR ADHD OR ADD OR hyperkinetic OR “attention-deficit/hyperactivity disorder” OR “attention deficit/hyperactivity disorder”) AND (“video game” OR “video-game” OR videogame OR “video games” OR “video games” OR videogames OR “video-games” OR video gam* OR video-gam* OR videogam*).
The references of included studies were also screened.
Study selection process
The articles were selected if they were relevant to the research question, fulfilled the inclusion criteria, and had sufficient methodological quality. Eligible studies were critically appraised. Cochrane Collaboration's tool was used for assessing risk of bias in RCTs [24].
Studies were independently reviewed for inclusion by two authors (IPC and LKJ). Any inconsistencies were resolved with the involvement of a third author (APS). Agreement between reviewers was measured by intraclass correlation coefficient (ICC).
Data extraction
Data were identified, checked, and mined by two independent authors (IPC and LKJ). Using pre-made tables, the following variables were collected: author; design; country; year of study publication; sample size; age of the sample; gender distribution of the sample; measures; name of the videogame, platform and features; type of intervention, and main findings.
Main outcomes were effectiveness and feasibility of video game-based therapeutic interventions for the treatment of attention-deficit/hyperactivity disorder treatment, and usefulness of video game-based assessment tools for attention-deficit/hyperactivity disorder.
Results
Results of the bibliographical search
The initial search revealed 701 results. After initial screening, full-text revision and study selection, twenty-two articles were finally included in the review. Eleven articles explored video game-based therapeutic interventions; while, eleven articles explored video game-based assessment tools (see Fig. 1). ICC among reviewers was 0.93 (95% CI 0.84–0.98) for all articles (ICC = 0.95, 95% CI 0.82–0.99 for articles about treatment, and ICC = 0.91, 95% CI 0.72–0.99 for articles about assessment).
Characteristics of the reviewed studies: diagnosis
Table 1 summarizes the characteristics of the reviewed diagnosis-related studies [25,26,27,28,29,30,31,32,33,34,35].
In studies that reported video game-based assessment tools, the total number of participants was 1473. Sample size ranged between 20 [30, 33] and 798 [26]. Most common design was that of a validation study. There was a majority of male participants. Mean age across studies ranged from 8.6 to 14.7.
Characteristics of the reviewed studies: treatment.
Table 2 summarizes the characteristics of the reviewed treatment-related studies [36,37,38,39,40,41,42,43,44,45,46].
In the video game-based intervention studies, the total number of participants was 717. Sample size of the reviewed studies ranged between 17 [38] and 170 [39]. Most common design was Randomized Clinical Trial (RCT). Follow-up periods ranged between 3 weeks [45] and 24 weeks [44]. Most studies employed a sample composed solely of children with ADHD [36,37,38,39,40, 42,43,44,45,46]; while, one study used a control group entailing non-ADHD children [41]. As with diagnosis-related studies, there was a majority of male participants. Mean age across studies ranged from 7.8 to 15.6.
Video game-based assessment tools
Table 3 summarizes the main findings of the diagnosis-related studies [25,26,27,28,29,30,31,32,33,34,35].
Most of the video games were specifically designed for the assessment of ADHD and were not commercially available, that is, they belonged to the category of “serious games”. In the study by Shaw et al. [35], however, commercially available video games were used in addition to a serious game. A computer was the most frequently used platform for the video games (eight out of eleven studies) [23, 25, 27,28,29,30,31,32]. Three studies created a virtual reality environment using motion sensors, headphones and 3D Glasses equipped in a head mounted display [24, 30, 33]. The remaining study used an Xbox Kinect, in which players control the video game through their body movements, which are captured by a camera [26].
In all of the reviewed studies, a video game-based Continuous Performance Test (CPT) or a similar Go/no Go task was administered to measure participants’ executive functioning [25,26,27,28,29,30,31,32,33,34,35]. In the study by Shaw et al., in addition to a video game-based CPT, two commercially available video games were used to assess impulsivity and inhibitory performance, finding no differences between cases and controls [35].
Video game-based CPTs are based upon the traditional, computerized Conners’ CPT-II [47], one of the most widely used tools for the assessment of people with ADHD. In Conners’ CPT-II, participants must press the spacebar as quickly as possible when any letter but the X appears on the screen; while, they must inhibit themselves when the letter X appears. In the video game-based versions of the test, participants must interact with the test—by, for instance, pressing a button on the hand controller or executing a certain movement in the Kinect or VR systems—when certain items or characters appear; while, they must inhibit themselves when different items or characters appear. Video game-based CPTs are intended to have the same properties as traditional Conners’s CPT II with the additional advantage of gamification.
Some of the studies tested the diagnostic ability of the video game-based assessment by comparing it with a clinical diagnosis [25, 26, 30,31,32]; while others employed a validated questionnaire as the gold standard [27,28,29, 33,34,35]. Areces et al. [25] tested the diagnostic accuracy of the video game AULA Nesplora against a clinical diagnosis of ADHD. This video game, which operates with 3D glasses in a head mounted display, creates a virtual reality environment to evaluate several cognitive areas (attention, impulsivity and processing speed) in children. The AULA Nesplora discriminated between children diagnosed with ADHD and controls [25]. In the study by Delgado-Gómez et al., authors aimed to discriminate between ADHD subtypes by comparing video game-based CPT with the Strengths and Weaknesses of ADHD Symptoms and Normal Behavior (SWAN) scale. They found a positive correlation between CPT-measured reaction time and inattentive subtype [27]. Faraone et al. [29] and Heller et al. [31] aimed to validate the PC game Groundskeeper against a clinical diagnosis of ADHD. In the study by Heller et al., diagnosis accuracy of the Groundskeepr was 78% for ADHD-inattentive type, and 75% for ADHD-combined type [31]. Faraone et al. obtained a similar Figure (0.79) in the ROC analysis [29].
Video game-based therapeutic interventions
Table 4 summarizes the main findings of the treatment-related studies [36,37,38,39,40,41,42,43,44,45,46].
Video games were specifically designed for the assessment of ADHD and were not commercially available, although one of the games was based on the popular, commercial game “Tetris” [38]. Most video games ran on a computer (eight out of eleven) [37,38,39,40, 42, 44,45,46], two ran on a pad [41, 43], and one ran on the video game console Xbox Kinect [36].
The most common type of intervention (nine out of eleven studies) was cognitive training. Cognitive training consists of a series of tasks (such as solving puzzles or performing memory exercises) aimed at improving one or more facets of executive functioning, such as attention [36,37,38, 41, 43, 44] working memory [40, 42, 45, 46], reaction time [36, 37], cognitive flexibility [42, 46], or motor ability [36, 41]. The theory behind the effectiveness of cognitive training is based on neuroplasticity and the possibility of reorganization of neurological functions [38].
Video game-delivered cognitive training was generally effective, with significant differences between intervention and control groups in seven studies [36, 39,40,41,42, 45, 46]. In all of these studies, the improvement was measured in terms of better cognitive functioning; while in one of the studies, it was expressed as both an improvement in cognitive functioning and as a reduction in ADHD symptoms [46]. For instance, in the study by Benzing et al. [36], intervention group showed faster reaction time, switching and motor ability than the control group after playing the Shape Up game for Xbox 3 times a week for 8 weeks. For its part, Bul et al. [39] obtained an improvement in daily life skills (22.7% improvement in Time management and 7.8% improvement in planning/organization) after playing the behavioral training PC video game Plan-It Commander 3 times a week for 10 weeks.
The remaining study, by Lim et al. [44], used attention training and neurofeedback through the video game CogoLand, which was not controlled with a usual manual controller. Instead, it was operated by a Brain–Computer Interface, with EEG electrodes detecting the brainwave activity of children, so that the avatar only moved if children were focused. There was a significant reduction in ADHD symptoms after playing the game 3 times a week for 8 weeks.
Acceptability
Engagement rates with the video game-based interventions were generally high, with low rates of dropouts. For instance, in the study by Bikic et al. [37] participants in the intervention group completed 34.4/35 of the sessions; while, controls completed 31.2/35, with no significant difference among groups. In the study by Chacko et al. [40], exploring the videogame Cogmed WMT, 80% of participants in the intervention group met compliance criteria (≥ 20 training days within 5 weeks).
Satisfaction questionnaires yielded mixed results. For instance, Bikic et al. [37] employed the Activity Perception Questionnaire (APQ) to explore feasibility. Both cases and controls scored low on the dimensions of Interest (‘did you like the training, was it interesting?’); and Value (‘was it useful to do the training?’); and modestly in the dimension of Choice (‘was it your choice to play?’).
Discussion
Video game-based assessment tools and therapeutic interventions were generally useful and effective in the diagnosis and treatment of ADHD. This is consistent with previous reviews that have shown how children with mental disorders can benefit from video game-based strategies [18].
Of note, there was a majority of males across the studies, which can be argued is another element that limits the extraction of conclusions. However, ADHD affects male population predominantly [48], so this might be considered a natural reflection of the epidemiology of the disease rather than a bias of the reviewed studies. In regard to age, most studies employed a pre-adolescent sample, which is reflected in the content and relative simplicity of the video games. Of note, in the study by Bikic et al. (2017), which employed an adolescent sample (mean age = 15.6), participants showed a low interest in the intervention.
The benefits of video games
The benefits of “serious games” can be explained by several mechanisms. One of these mechanisms is “gamification”, a trending technique in e-Health interventions that promotes behavioral change and users' engagement [49]. In children, the rewarding effects of video games may be of special importance to increase adherence. Video games may not be perceived as a treatment or as an imposition by caretakers, which can be less burdensome for children. Video games can also increase participation, motivation and feelings of agency [13]. However, novelty seeking is a strong feature of ADHD [50]. Thus, long-term engagement may be more problematic, possibly resulting in a progressive reduce in engagement over time.
Several studies show that video games can improve cognition and have a positive impact on neurobiology [13, 51]. Video game-based cognitive training may help in the formation and restructuring of neurobiological pathways, especially in children, who have increased neuroplasticity compared to adults [52].
Some of the reviewed games, particularly the CogoLand game explored in the study by Lim et al. [44], employed neurofeedback training, which can improve concentration and other neurocognitive skills. The effects of neurofeedback have been showed in neuroimaging studies, which showed a normalization in brain functioning in ADHD patients [53].
Video games are also being used successfully in Autism Spectrum Disorders (ASD), which often are comorbid with ADHD [54, 55]. For instance, a pilot study showed promising results of an interactive video game for improving cognition in children with ASD and ADHD symptoms [55].
Implications for clinical practice
Video game-based assessment tools and therapeutic interventions could supplement traditional approaches. Due to the limitations of public health systems, gaps in the provision of follow-up for ADHD patients are frequent. Since they can operate without face-to-face visits with professionals, home-based interventions could reduce this gap by, for instance, compensating for the delay between medical appointments.
Gold standard for ADHD diagnosis is a specialized clinical evaluation, which cannot be replaced. However, access to this evaluation is still limited in some populations. Video games could facilitate screening. Using machine learning classification techniques, executive functioning deficits could be inferred from gameplay data, providing an objective measurement tool.
There are several barriers to overcome before video game-based assessment tools and therapeutic interventions can be fully implemented in the clinical practice. Healthcare providers need to be trained in the basics of e-Health to be able to offer guidance to their patients and coordinate with them the use of new technologies [56]. Caretakers may have some reservations about video game-based interventions due to the lack of integration of e-Health into public health systems. In this regard, it is worth noting the efforts made in some countries, such as the UK, to integrate e-Health within the service portfolio [57].
Future lines of research
Software optimization is a priority for serious games development. An attractive interface is a valued feature, as is an appropriate adaptation of the software to the requirements of health settings. Healthcare professionals and computer engineers must collaborate closely, so that serious games can reach the quality of their commercial counterparts [58, 59].
Another possibility is using the potential of commercial video games instead of designing serious games. Commercial video games present with some obvious advantages: the budget of commercial video game developers is several times superior to that of healthcare researchers, which allows them to create more attractive interfaces and more sophisticated functioning. This can make them better accepted among children. Some authors are calling for selecting or adapting video games that can be useful for our health goal among those available in the market [60].
Most of the reviewed video games ran on a computer; while a minority ran on a tablet or video console. In contrast, none of the reviewed video games operated on a smartphone. This is in contrast with the rise of smartphone-based technology in both commercial and healthcare settings [61]. Smartphones represent a good opportunity for implementing e-Health, and some reviews and meta-analysis have shown the effectiveness of mobile health applications for mental disorders [62, 63].
Strengths and limitations
To our knowledge, this is the first systematic review about the usefulness and effectiveness of video game-based assessment tools and therapeutic interventions in children with ADHD. Our findings must be considered in light of some limitations: the number of results were low, and the heterogeneity of the reviewed studies precluded performing a meta-analysis.
References
Sayal K, Prasad V, Daley D, Ford T, Coghill D (2018) ADHD in children and young people: prevalence, care pathways, and service provision. Lancet Psychiatry 5(2):175–186
Young S, Taylor E, Gudjonsson G (2016) Childhood predictors of criminal offending: results from a 19-year longitudinal epidemiological study of boys. J Atten Disord 20(3):206–213
Dalsgaard S, Mortensen PB, Frydenberg M, Thomsen PH (2014) ADHD, stimulant treatment in childhood and subsequent substance abuse in adulthood—A naturalistic long-term follow-up study. Addict Behav 39(1):325–328
Dalsgaard S, Ostergaard SD, Leckman JF, Mortensen PB, Pedersen MG (2015) Mortality in children, adolescents, and adults with attention deficit hyperactivity disorder: a nationwide cohort study. Lancet 385(9983):2190–2196
Schachter HM, Pham B, King J, Langford S, Moher D (2001) How efficacious and safe is short-acting methylphenidate for the treatment of attention-deficit disorder in children and adolescents? A meta-analysis. CMAJ 165(11):1475–1488
Dittmann RW, Cardo E, Nagy P, Anderson CS, Bloomfield R, Caballero B et al (2013) Efficacy and safety of lisdexamfetamine dimesylate and atomoxetine in the treatment of attention-deficit/hyperactivity disorder: a head-to-head, randomized, double-blind, phase IIIb study. CNS Drugs 27(12):1081–1092
Marcus SC, Durkin M (2011) Stimulant adherence and academic performance in urban youth with attention-deficit/hyperactivity disorder. J Am Acad Child Adolesc Psychiatry 50(5):480–489
Culpepper L, Mattingly G (2010) Challenges in identifying and managing attention-deficit/hyperactivity disorder in adults in the primary care setting: a review of the literature. Prim Care Companion J Clin Psychiatry 12(6):PCC.10r00951
O’Dea B, Calear AL, Perry Y (2015) Is e-health the answer to gaps in adolescent mental health service provision? Curr Opin Psychiatry 28(4):336–342
Ashinoff B, Abu-Akel A (2019) Hyperfocus: the forgotten frontier of attention. Psychol Res. https://doi.org/10.1007/s00426-019-01245-8
Mathews CL, Morrell HER, Molle JE (2019) Video game addiction, ADHD symptomatology, and video game reinforcement. Am J Drug Alcohol Abuse 45(1):67–76
Good BM, Su AI (2011) Games with a scientific purpose. Genome Biol 12(12):135
Granic I, Lobel A, Engels RCME (2014) The benefits of playing video games. Am Psychol 69(1):66–78
Lau HM, Smit JH, Fleming TM, Riper H (2017) Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta-analysis. Front Psychiatry 7:209
Hickman R, Popescu L, Manzanares R, Morris B, Lee SP, Dufek JS (2017) Use of active video gaming in children with neuromotor dysfunction: a systematic review. Dev Med Child Neurol 59:903–11
Mack I, Bayer C, Schäffeler N, Reiband N, Brölz E, Zurstiege G et al (2017) Chances and limitations of video games in the fight against childhood obesity—a systematic review. Eur Eat Dis Rev 25(4):237–267
Drummond D, Monnier D, Tesnière A, Hadchouel A (2017) A systematic review of serious games in asthma education. Pediatr Allergy Immunol 28(3):257–265
Barnes S, Prescott J (2018) Empirical evidence for the outcomes of therapeutic video games for adolescents with anxiety disorders: systematic review. JMIR Ser Games 6(1):e3
Charlier N, Zupancic N, Fieuws S, Denhaerynck K, Zaman B, Moons P (2016) Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis. J Am Med Inform Assoc 23(1):230–239
Lumsden J, Edwards E, Lawrence N, Coyle D, Munafò M (2016) Gamification of cognitive assessment and cognitive training: a systematic review of applications and efficacy. JMIR Ser Games 4(2):e11
Rapport M, Orban S, Kofler M, Friedman L (2013) Do programs designed to train working memory, other executive functions, and attention benefit children with ADHD? A meta-analytic review of cognitive, academic, and behavioral outcomes. Clin Psychol Rev 33(8):1237–1252
Robinson K, Kaizar E, Catroppa C, Godfrey C, Yeates K (2014) Systematic review and meta-analysis of cognitive interventions for children with central nervous system disorders and neurodevelopmental disorders. J Pediatr Psychol 39(8):846–865
Moher D, Liberati A, Tetzlaff J, Altman DG, The PRISMA Group (2009) Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement. PLoS Med 6(6):e1000097
Higgins JPT, Altman DG, Gøtzsche PC, Jüni P, Moher D, Oxman AD et al (2011) The cochrane collaboration’s tool for assessing risk of bias in randomised trials. BMJ 343:7829
Areces D, Rodríguez C, García T, Cueli M, González-Castro P (2018) Efficacy of a continuous performance test based on virtual reality in the diagnosis of adhd and its clinical presentations. J Atten Disord. 22(11):1081–91
Berger I, Slobodin O, Cassuto H (2017) Usefulness and validity of continuous performance tests in the diagnosis of attention-deficit hyperactivity disorder children. Arch Clin Neuropsychol 32(1):81–93
Delgado-Gomez D, Peñuelas-Calvo I, Masó-Besga AE, Vallejo-Oñate S, Tello IB, Duarte EA et al (2017) Microsoft kinect-based continuous performance test: an objective attention deficit hyperactivity disorder assessment. J Med Internet Res 19(3):e79
Díaz-Orueta U, Garcia-López C, Crespo-Eguílaz N, Sánchez-Carpintero R, Climent G, Narbona J (2014) AULA virtual reality test as an attention measure: Convergent validity with Conners Continuous Performance Test. Child Neuropsychol 20(3):328–342
Faraone SV, Newcorn JH, Antshel KM, Adler L, Roots K, Heller M (2016) The groundskeeper gaming platform as a diagnostic tool for attention-deficit/hyperactivity disorder: sensitivity, specificity, and relation to other measures. J Child Adolesc Psychopharmacol 26(8):672–685
Gutiérrez-Maldonado J, Letosa-Porta A, Rus-Calafell M, Penaloza-Salazar C (2009) The assessment of attention deficit hyperactivity disorder in children using continous performance tasks in virtual environments. Anu Psicol 40(2):211–222
Heller MD, Roots K, Srivastava S, Schumann J, Srivastava J, Hale TS (2013) A machine learning-based analysis of game data for attention deficit hyperactivity disorder assessment. Games Health J 2(5):291–298
Mitchell WG, Chavez JM, Baker SA, Guzman BL, Azen SP (1990) Reaction time, impulsivity, and attention in hyperactive children and controls: a video game technique. J Child Neurol 5(3):195–204
Parsons TD, Bowerly T, Buckwalter JG, Rizzo AA (2007) A controlled clinical comparison of attention performance in children with ADHD in a virtual reality classroom compared to standard neuropsychological methods. Child Neuropsychol 13(4):363–381
Pollak Y, Weiss PL, Rizzo AA, Weizer M, Shriki L, Shalev RS et al (2009) The utility of a continuous performance test embedded in virtual reality in measuring ADHD-related deficits. J Dev Behav Pediatr 30(1):2–6
Shaw R, Grayson A, Lewis V (2005) Inhibition, ADHD, and computer games: the inhibitory performance of children with ADHD on computerized tasks and games. J Atten Disord 8(4):160–168
Benzing V, Schmidt M (2019) The effect of exergaming on executive functions in children with ADHD: a randomized clinical trial. Scand J Med Sci Sport 29(8):1243–1253
Bikic A, Christensen TØ, Leckman JF, Bilenberg N, Dalsgaard S (2017) A double-blind randomized pilot trial comparing computerized cognitive exercises to Tetris in adolescents with attention-deficit/hyperactivity disorder. Nord J Psychiatry 71(6):455–464
Bikic A, Leckman JF, Christensen TØ, Bilenberg N, Dalsgaard S (2018) Attention and executive functions computer training for attention-deficit/hyperactivity disorder (ADHD): results from a randomized, controlled trial. Eur Child Adolesc Psychiatry 27(12):1563–1574
Bul KCM, Kato PM, Van Der Oord S, Danckaerts M, Vreeke LJ, Willems A et al (2016) Behavioral outcome effects of serious gaming as an adjunct to treatment for children with attention-deficit/hyperactiviy disorder: a randomized controlled trial. J Med Internet Res 18(2):e26
Chacko A, Bedard AC, Marks DJ, Feirsen N, Uderman JZ, Chimiklis A et al (2014) A randomized clinical trial of Cogmed Working Memory Training in school-age children with ADHD: a replication in a diverse sample using a control condition. J Child Psychol Psychiatry Allied Discip 55(3):247–255
Davis NO, Bower J, Kollins SH (2018) Proof-of-concept study of an at-home, engaging, digital intervention for pediatric ADHD. PLoS One 13(1):e0189749
Dovis S, Van Der Oord S, Wiers RW, Prins PJM (2015) 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. PLoS One 10(4):e0121651
García-Redondo P, García T, Areces D, Núñez JC, Rodríguez C (2019) Serious games and their effect improving attention in students with learning disabilities. Int J Environ Res Public Health 16(14):2480
Lim CG, Lee TS, Guan C, Fung DSS, Zhao Y, Teng SSW et al (2012) A brain-computer interface based attention training program for treating attention deficit hyperactivity disorder. PLoS one 7(10):e46692
Prins PJM, Dovis S, Ponsioen A, ten Brink E, van der Oord S (2011) Does computerized working memory training with game elements enhance motivation and training efficacy in children with ADHD? Cyberpsychol Behav Soc Netw 14(3):115–122
Van der Oord S, Ponsioen AJGB, Geurts HM, Brink ELT, Prins PJM (2014) A pilot study of the efficacy of a computerized executive functioning remediation training with game elements for children With ADHD in an outpatient setting: outcome on parent- and teacher-rated executive functioning and ADHD behavior. J Atten Disord 18(8):699–712
Conners CK (2014) Conners’ continuous performance test, 2nd edn. Multi-Health Systems, Toronto
Cabral M, Liu S, Soares N (2020) Attention-deficit/hyperactivity disorder: diagnostic criteria, epidemiology, risk factors and evaluation in youth. Transl Pediatr 9(S1):S104–S113
Hamari J, Koivisto J, Sarsa H (2014) Does gamification work?—a literature review of empirical studies on gamification. In: proceedings of the annual hawaii interational conference on system sciences.
Donfrancesco R, Di Trani M, Porfirio MC, Giana G, Miano S, Andriola E (2015) Might the temperament be a bias in clinical study on attention-deficit hyperactivity disorder (ADHD)?: Novelty Seeking dimension as a core feature of ADHD. Psychiatry Res 227(2–3):333–338
Shams TA, Foussias G, Zawadzki JA, Marshe VS, Siddiqui I, Müller DJ et al (2015) The effects of video games on cognition and brain structure: potential implications for neuropsychiatric disorders. Curr Psychiatry Rep 17(9):71
Silveira-Moriyama L (2017) Neuroplasticity and neuromodulation in children. Eur J Paediatric Neurol 21(1):3
Lévesque J, Beauregard M, Mensour B (2006) Effect of neurofeedback training on the neural substrates of selective attention in children with attention-deficit/hyperactivity disorder: a functional magnetic resonance imaging study. Neurosci Lett 394(3):216–221
Flynn R, Colón-Acosta N, Zhou J, Bower J (2019) A game-based repeated assessment for cognitive monitoring: initial usability and adherence study in a summer camp setting. J Autism Dev Disord 49(5):2003–2014
Yerys B, Bertollo J, Kenworthy L, Dawson G, Marco E, Schultz R et al (2018) Brief report: pilot study of a novel interactive digital treatment to improve cognitive control in children with autism spectrum disorder and co-occurring ADHD symptoms. J Autism Dev Disord 49(4):1727–1737
Khan F (2016) The uberization of healthcare: the forthcoming legal storm over mobile health. J Law Med 26:123–72
Bower DJ, Barry N, Reid M, Norrie J (2005) Designing and implementing e-health applications in the UK’s National Health Service. J Health Commun 10(8):733–750
Anderson K, Burford O, Emmerton L (2016) Mobile health apps to facilitate self-care: a qualitative study of user experiences. PLoS One 11(5):e0156164
Griebel L, Enwald H, Gilstad H, Pohl AL, Moreland J, Sedlmayr M (2018) e-Health literacy research—Quo vadis? Inform Heal Soc Care 43(4):427–442
Carras MC, Van Rooij AJ, Spruijt-Metz D, Kvedar J, Griffiths MD, Carabas Y, Labrique A (2018) Commercial video games as therapy: a new research agenda to unlock the potential of a global pastime. Front Psychiatry 8:300
Dorsey ER, Chan YF, Mcconnell M V, Shaw SY, Trister AD, Friend SH (2017) The use of smartphones for health research. Acad Med 92(2):157–160
Firth J, Torous J, Nicholas J, Carney R, Pratap A, Rosenbaum S et al (2017) The efficacy of smartphone-based mental health interventions for depressive symptoms: a meta-analysis of randomized controlled trials. World Psychiatry 16(3):287–298
Porras-Segovia A, Díaz-Oliván I, Gutiérrez-Rojas L, Dunne H, Moreno M, Baca-Barcía E (2020) Apps for depression: are they ready to work? Curr Psychiatry Rep. https://doi.org/10.1007/s11920-020-1134-9
Acknowledgements
This study received Grant support from the Instituto de Salud Carlos III (ISCIII CM19/00026), the Alicia Koplowitz Foundation and the Spanish National Project (RTI2018-101857-B-I00).
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Conflict of interest
The authors declare they have no conflict of interest.
Rights and permissions
About this article
Cite this article
Peñuelas-Calvo, I., Jiang-Lin, L.K., Girela-Serrano, B. et al. Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review. Eur Child Adolesc Psychiatry 31, 5–20 (2022). https://doi.org/10.1007/s00787-020-01557-w
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00787-020-01557-w