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基于个性化游戏的内容与表现:一项针对多动症儿童数字干预的初步研究。

Personalized Game-Based Content and Performance: A Pilot Study on a Digital Intervention for Children with ADHD.

作者信息

Kim Seon-Chil, Song Jeong-Heon, Kong Na-Yeong

机构信息

Department of Biomedical Engineering, School of Medicine, Keimyung University, 1095 Dalgubeol-daero, Daegu 42601, Republic of Korea.

AI-Based Neurodevelopmental Diseases Digital Therapeutics Group, Korea Brain Research Institute (KBRI), 61, Cheomdan-ro, Daegu 41062, Republic of Korea.

出版信息

Bioengineering (Basel). 2024 Dec 16;11(12):1277. doi: 10.3390/bioengineering11121277.

DOI:10.3390/bioengineering11121277
PMID:39768095
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11673005/
Abstract

Mobile-based digital interventions for children with attention-deficit hyperactivity disorder (ADHD) have been developed to alleviate their symptoms. When developing mobile game-based digital interventions for ADHD treatment, it is important to research how the emotional responses of the target audience members-based on flashy visuals or difficulty adjustments to motivate the user-affect their content manipulation ability. This study performed a correlation analysis to examine the impact of perceived difficulty and enjoyment (interest) on the performance of children diagnosed with ADHD while engaging in game-based digital content. Statistically significant differences were observed in the following variables based on the enjoyment level: correct rate ( = 0.0040), decision time ( = 0.0302), difficulty ( < 0.0001), and touch time ( = 0.0249). Considering difficulty level, statistically significant differences were observed for correct rate ( = 0.0011), decision time ( = 0.0158), and difficulty ( < 0.0001). Correlation analysis between the variables correct rate, decision time, difficulty, touch, time limit, and touch time based on enjoyment and difficulty did not reveal significant correlations. Therefore, for children with ADHD, digital interventions should focus on the therapeutic goals rather than on flashy visuals or difficulty adjustments aimed at enhancing interest. Based on these results, further research exploring how psychological states affect performance regarding digital content is necessary.

摘要

针对注意力缺陷多动障碍(ADHD)儿童的基于移动设备的数字干预措施已被开发出来以缓解他们的症状。在开发基于手机游戏的ADHD数字干预措施时,研究目标受众成员基于华丽视觉效果或为激励用户而进行的难度调整所产生的情绪反应如何影响他们对内容的操控能力非常重要。本研究进行了相关性分析,以检验在参与基于游戏的数字内容时,感知到的难度和趣味性(兴趣)对被诊断为ADHD的儿童表现的影响。基于趣味性水平,在以下变量中观察到了具有统计学意义的差异:正确率(=0.0040)、决策时间(=0.0302)、难度(<0.0001)和触摸时间(=0.0249)。考虑难度水平,在正确率(=0.0011)、决策时间(=0.0158)和难度(<0.0001)方面观察到了具有统计学意义的差异。基于趣味性和难度对正确率、决策时间、难度、触摸、时间限制和触摸时间等变量进行的相关性分析未发现显著相关性。因此,对于ADHD儿童,数字干预应侧重于治疗目标,而不是旨在提高兴趣的华丽视觉效果或难度调整。基于这些结果,有必要进一步研究心理状态如何影响在数字内容方面的表现。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2c72/11673005/1da3c09bdf9c/bioengineering-11-01277-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2c72/11673005/257130c84a5d/bioengineering-11-01277-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2c72/11673005/1da3c09bdf9c/bioengineering-11-01277-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2c72/11673005/257130c84a5d/bioengineering-11-01277-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2c72/11673005/1da3c09bdf9c/bioengineering-11-01277-g002.jpg

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