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虚拟现实严肃游戏中奖励反馈机制对注意力缺陷儿童的干预:前后测实验对照组研究

Reward Feedback Mechanism in Virtual Reality Serious Games in Interventions for Children With Attention Deficits: Pre- and Posttest Experimental Control Group Study.

作者信息

Fang Hao, Fang Changqing, Che Yan, Peng Xinyuan, Zhang Xiaofan, Lin Di

机构信息

School of Art & Design, Wuhan Institute of Technology, Wuhan, China.

Engineering Research Center for Big Data Application in Private Health Medicine of Fujian Universities, Putian University, Putian, China.

出版信息

JMIR Serious Games. 2025 Feb 24;13:e67338. doi: 10.2196/67338.

Abstract

BACKGROUND

Virtual reality (VR) serious games, due to their high level of freedom and realism, influence the rehabilitation training of inhibitory control abilities in children with attention-deficit/hyperactivity disorder (ADHD). Although reward feedback has a motivating effect on improving inhibitory control, the effectiveness and differences between various forms of rewards lack empirical research.

OBJECTIVE

This study aimed to investigate the effectiveness of different forms of reward feedback on the inhibitory control abilities of children with attention deficits in a VR serious game environment.

METHODS

This study focuses on children who meet the diagnostic criteria for ADHD tendencies, using a 2 (material rewards: coin reward and token reward) × 2 (psychological rewards: verbal encouragement and badge reward) factorial between-subject design (N=84), with a control group (n=15) for pre- and posttest experiments. The experimental group received VR feedback reinforcement training, while the control group underwent conventional VR training without feedback. The training period lasted 0.5 months, with each intervention session lasting 25 minutes, occurring twice daily with an interval of at least 5 hours for 28 sessions. Before and after training, the Swanson, Nolan, and Pelham, Version IV Scale (SNAP-IV) Scale, stop signal task, inhibition conflict task, and Simon task were administered to assess the hyperactivity index and the 3 components of inhibitory control ability. The pretest included the SNAP-IV Scale and 3 task tests to obtain baseline data; the posttest involved repeating the above tests after completing all training. Data were entered and analyzed using SPSS (IBM) software. Independent sample t tests were performed on the experimental and control groups' pre- and posttest task results to determine whether significant differences existed between group means. Paired sample t tests were also conducted on the SNAP-IV Scale's pre- and posttest results to assess the intervention effect's significance.

RESULTS

Reward feedback was more effective than no reward feedback in improving behaviors related to attention deficits in children. Material rewards showed significant effects in the Stop-Signal Task (F=13.04, P=.001), Inhibition Conflict Task (F=7.34, P=.008), and SNAP-IV test (F=69.23, P<.001); mental rewards showed significant effects in the Stop-Signal Task (F=38.54, P<.001) and SNAP-IV test (F=70.78, P<.001); the interaction between the 2 showed significant effects in the Stop-Signal Task (F=4.47, P=.04) and SNAP-IV test (F=23.85, P<.001).

CONCLUSIONS

Combining material and psychological rewards within a VR platform can effectively improve attention-deficit behaviors in children with ADHD, enhancing their inhibitory control abilities. Among these, coin rewards are more effective than token rewards, and verbal encouragement outperforms badge rewards. The combined feedback of coin rewards and verbal encouragement yields the most significant improvement in inhibitory control abilities.

摘要

背景

虚拟现实(VR)严肃游戏因其高度的自由度和真实感,影响着注意力缺陷多动障碍(ADHD)儿童抑制控制能力的康复训练。尽管奖励反馈对改善抑制控制有激励作用,但各种形式奖励之间的有效性和差异缺乏实证研究。

目的

本研究旨在探讨在VR严肃游戏环境中,不同形式的奖励反馈对注意力缺陷儿童抑制控制能力的有效性。

方法

本研究聚焦于符合ADHD倾向诊断标准的儿童,采用2(物质奖励:硬币奖励和代币奖励)×2(心理奖励:言语鼓励和徽章奖励)组间析因设计(N = 84),并设一个对照组(n = 15)进行前后测实验。实验组接受VR反馈强化训练,而对照组进行无反馈的常规VR训练。训练期持续0.5个月,每次干预时长25分钟,每天进行两次,间隔至少5小时,共28次。训练前后,采用斯旺森、诺兰和佩勒姆第四版量表(SNAP-IV量表)、停止信号任务、抑制冲突任务和西蒙任务来评估多动指数以及抑制控制能力的三个组成部分。前测包括SNAP-IV量表和三项任务测试以获取基线数据;后测是在完成所有训练后重复上述测试。数据使用SPSS(IBM)软件录入并分析。对实验组和对照组前后测任务结果进行独立样本t检验,以确定组均值之间是否存在显著差异。还对SNAP-IV量表的前后测结果进行配对样本t检验,以评估干预效果的显著性。

结果

在改善儿童注意力缺陷相关行为方面,奖励反馈比无奖励反馈更有效。物质奖励在停止信号任务(F = 13.04,P = .001)、抑制冲突任务(F = 7.34,P = .008)和SNAP-IV测试(F = 69.23,P < .001)中显示出显著效果;心理奖励在停止信号任务(F = 38.54,P < .001)和SNAP-IV测试(F = 70.78,P < .001)中显示出显著效果;两者之间的交互作用在停止信号任务(F = 4.47,P = .04)和SNAP-IV测试(F = 23.85,P < .001)中显示出显著效果。

结论

在VR平台上结合物质和心理奖励可以有效改善ADHD儿童的注意力缺陷行为,增强他们的抑制控制能力。其中,硬币奖励比代币奖励更有效,言语鼓励优于徽章奖励。硬币奖励和言语鼓励的联合反馈在抑制控制能力方面产生的改善最为显著。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b59d/11894355/2e5f8ecd65f7/games_v13i1e67338_fig1.jpg

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