National Clinical Research Center for Mental Disorders, Beijing Key Laboratory of Mental Disorders, Beijing Anding Hospital, Beijing Institute for Brain Disorders Capital Medical University, Beijing, People's Republic of China.
Key Lab of Mental Health, Institute of Psychology, Chinese Academy of Sciences, Beijing, China.
Transl Psychiatry. 2024 Jun 10;14(1):251. doi: 10.1038/s41398-024-02964-2.
This research aimed to devise and assess a mobile game therapy software for children with Attention-Deficit/Hyperactivity Disorder (ADHD), as well as evaluating its suitability and effectiveness in improving the cognitive ability of typically developing children. The study encompassed 55 children diagnosed with ADHD and 55 neurotypical children. Initial assessments involved ADHD-related scales, computerized tests for information processing, and physiological-psychological evaluations. After a 4-week home-based game intervention, participants underwent re-evaluation using baseline measures and provided feedback on treatment satisfaction. Considering the small proportion of study participants who dropped out, data was analyzed using both the Intention-to-Treat (ITT) analysis and the Per-protocol (PP) analysis. The trial was registered at ClinicalTrials.gov (NCT06181747). In ITT analysis, post-intervention analysis using linear mixed models indicated that the ADHD group improved significantly more than the neurotypical group particularly in Continuous Performance Test (CPT) accuracy (B = -23.92, p < 0.001) and reaction time (B = 86.08, p < 0.01), along with enhancements in anti-saccade (B = -10.65, p < 0.05) and delayed-saccade tasks (B = 0.34, p < 0.05). A reduction in parent-rated SNAP-IV scores was also observed (B = 0.43, p < 0.01). In PP analysis, paired-sample t-tests suggested that the ADHD group had significant changes pre- and post-intervention, in terms of CPT Accuracy (t = -7.62, p < 0.01), Anti-saccade task Correct Rate (t = -3.90, p < 0.01) and SNAP-IV scores (t = -4,64, p < 0.01). However, no significant changes post-intervention were observed in the neurotypical group. Survey feedback highlighted a strong interest in the games across both groups, though ADHD participants found the game more challenging. Parents of ADHD children reported perceived benefits and a willingness to continue the game therapy, unlike the neurotypical group's parents. The findings advocated for the integration of serious video games as a complementary tool in ADHD treatment strategies, demonstrating the potential to augment attentional abilities and alleviate clinical symptoms. However, a randomized controlled trial (RCT) is needed to further verify its efficacy.
本研究旨在设计和评估一款用于治疗注意力缺陷多动障碍(ADHD)儿童的移动游戏疗法软件,并评估其在改善正常发展儿童认知能力方面的适用性和有效性。研究纳入了 55 名被诊断为 ADHD 的儿童和 55 名神经典型儿童。初步评估包括与 ADHD 相关的量表、信息处理的计算机测试和生理心理评估。在为期 4 周的家庭游戏干预后,参与者使用基线测量值进行重新评估,并对治疗满意度提供反馈。考虑到研究参与者中退出的比例较小,使用意向治疗(ITT)分析和符合方案(PP)分析对数据进行了分析。该试验在 ClinicalTrials.gov(NCT06181747)注册。在 ITT 分析中,使用线性混合模型的干预后分析表明,ADHD 组的改善明显优于神经典型组,尤其是在连续表现测试(CPT)准确性(B = -23.92,p < 0.001)和反应时间(B = 86.08,p < 0.01)方面,以及反扫视(B = -10.65,p < 0.05)和延迟扫视任务(B = 0.34,p < 0.05)方面。也观察到家长评定的 SNAP-IV 评分降低(B = 0.43,p < 0.01)。在 PP 分析中,配对样本 t 检验表明,ADHD 组在干预前后的 CPT 准确性(t = -7.62,p < 0.01)、反扫视任务正确率(t = -3.90,p < 0.01)和 SNAP-IV 评分(t = -4,64,p < 0.01)方面均有显著变化。然而,神经典型组在干预后没有观察到显著变化。调查反馈强调了两组对游戏的浓厚兴趣,尽管 ADHD 参与者认为游戏更具挑战性。ADHD 儿童的家长报告说他们看到了益处并愿意继续进行游戏治疗,而神经典型组的家长则没有。这些发现主张将严肃游戏作为 ADHD 治疗策略的一种补充工具进行整合,展示了提高注意力能力和减轻临床症状的潜力。然而,需要进行随机对照试验(RCT)来进一步验证其疗效。