Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children with Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial
Open accessAbstract
BACKGROUND: The need for accessible and motivating treatment approaches within mental health has led to the development of an Internet-based serious game intervention (called "Plan-It Commander") as an adjunct to treatment as usual for children with attention-deficit/hyperactivity disorder (ADHD). OBJECTIVE: The aim was to determine the effects of Plan-It Commander on daily life skills of children with ADHD in a multisite randomized controlled crossover open-label trial. METHODS: Participants (N=170) in this 20-week trial had a diagnosis of ADHD and ranged in age from 8 to 12 years (male: 80.6%, 137/170; female: 19.4%, 33/170). They were randomized to a serious game intervention group (group 1; n=88) or a treatment-as-usual crossover group (group 2; n=82). Participants randomized to group 1 received a serious game intervention in addition to treatment as usual for the first 10 weeks and then received treatment as usual for the next 10 weeks. Participants randomized to group 2 received treatment as usual for the first 10 weeks and crossed over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks. Primary (parent report) and secondary (parent, teacher, and child self-report) outcome measures were administered at baseline, 10 weeks, and 10-week follow-up. RESULTS: After 10 weeks, participants in group 1 compared to group 2 achieved significantly greater improvements on the primary outcome of time management skills (parent-reported; P=.004) and on secondary outcomes of the social skill of responsibility (parent-reported; P=.04), and working memory (parent-reported; P=.02). Parents and teachers reported that total social skills improved over time within groups, whereas effects on total social skills and teacher-reported planning/organizing skills were nonsignificant between groups. Within group 1, positive effects were maintained or further improved in the last 10 weeks of the study. Participants in group 2, who played the serious game during the second period of the study (weeks 10 to 20), improved on comparable domains of daily life functioning over time. CONCLUSIONS: Plan-It Commander offers an effective therapeutic approach as an adjunct intervention to traditional therapeutic ADHD approaches that improve functional outcomes in daily life. TRIAL REGISTRATION: International Standard Randomized Controlled Trial Number (ISRCTN): 62056259; http://www.controlled-trials.com/ISRCTN62056259 (Archived by WebCite at http://www.webcitation.org/6eNsiTDJV).
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Written from the paper’s full text.
TL;DR
In a 20-week multisite randomized controlled crossover open-label trial (N=170 children aged 8-12 with ADHD), adding the Internet-based serious game Plan-It Commander to treatment as usual improved parent-reported time management, responsibility, and working memory at 10 weeks compared with treatment-as-usual crossover controls. Effects were small to medium and maintained or further improved at 10-week follow-up for the initial game group, while the delayed group improved after crossing over.
Key findings
- At 10 weeks, group 1 showed significantly greater improvements than group 2 on parent-reported time management (P=.004; Cohen’s d=0.39), parent-reported responsibility (P=.04), parent-reported working memory (P=.02; d=0.51), and teacher-reported time management (P=.001; d=0.41).
- Between-group effects were nonsignificant for parent-reported planning/organizing (P=.07), cooperation (P=.13), total social skills (P=.10), self-efficacy (P=.09), teacher-reported planning/organizing (P=.13), teacher-reported total social skills (P=.48), and teacher-reported working memory (P=.05).
- Within group 1, effects were maintained or further improved from 10 weeks to 10-week follow-up, e.g., parent-reported time management (P<.001; d=0.39) and parent-reported working memory (P=.03; d=0.21). Group 2 improved after crossing over to the game, e.g., parent-reported time management (P<.001; d=0.43) and parent-reported working memory (P<.001; d=0.61).
- Parents and children reported moderate to high satisfaction with the game (parent mean 6.96, SD 1.40; child mean 7.33, SD 1.87); 10 mild/moderate adverse events were reported, with no serious adverse events.
Methods
- A 20-week multisite randomized controlled crossover open-label trial randomized 170 children aged 8-12 with DSM-IV-TR ADHD to group 1 (n=88; serious game plus treatment as usual for first 10 weeks, then treatment as usual) or group 2 (n=82; treatment as usual first 10 weeks, then crossed over to serious game plus treatment as usual). Most participants (91.8%, 156/170) were on medication.
- Primary outcomes were parent-reported time management, BRIEF Plan/Organize, and SSRS Cooperation; secondary outcomes included parent, teacher, and child self-report measures at baseline, 10 weeks, and 10-week follow-up.
- Between-group baseline-to-10-week change scores were compared with ANCOVAs adjusting for baseline score, gender, and site; within-group changes used paired samples t tests; intention-to-treat analyses used linear trend imputation, with Hochberg adjustment for primary outcomes and Cohen’s d effect sizes.
Limitations
- The paper states that group 2 received treatment as usual rather than a nontherapeutic placebo game, so placebo effects could not be controlled; parents were not rater-blinded and teacher blinding could not be fully guaranteed; and the time management and self-efficacy questionnaires were developed for this study and need further psychometric evaluation.
- The text also makes evident that dropout was higher in group 1 at 10 weeks (χ²₁=8.0, P=.01), and children who dropped out had higher ADHD severity scores than completers (mean 45.06, SD 15.79 vs mean 39.07, SD 14.16; P=.04), limiting generalizability to children with less severe ADHD symptoms.
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Cites
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Claims the paper makes
0 of 59 cited sources checked · 0 supported · 0 flagged
- Findingown data
On the secondary outcome It's About Time, the group 1 versus group 2 difference was not statistically significant (P=.09).
“| | | It’s about time | 2.74 (0.73) | 1.30, 4.17 | 1.18 (0.76) | –0.32, 2.68 | 2.98 | .09 | 0.20 |”
Quote in the paperNot a substantial claim - Findingown data
Both parents (mean 6.96, SD 1.40) and participants (mean 7.33, SD 1.87) reported moderate to high satisfaction with receiving the serious game intervention.
“Both parents (mean 6.96, SD 1.40) and participants (mean 7.33, SD 1.87) reported moderate to high satisfaction with receiving the serious game intervention.”
Quote in the paperNot a substantial claim - Findingown data
After 10 weeks, participants in group 1 compared with group 2 achieved significantly greater improvements on the primary outcome of parent-reported time management skills (P=.004).
“After 10 weeks, participants in group 1 compared to group 2 achieved significantly greater improvements on the primary outcome of time management skills (parent-reported; P=.004)”
- Also stated in: § Between-Group Differences (Group 1 Versus Group 2) · plain
“On the primary outcome measures, group 1 showed significantly greater improvements in parent-rated time management skills compared to participants in group 2.”
Quote in the paperSubstantial claim - Also stated in: § Between-Group Differences (Group 1 Versus Group 2) · plain
- Findingown data
Within group 1, positive effects were maintained or further improved in the last 10 weeks of the study.
“Within group 1, positive effects were maintained or further improved in the last 10 weeks of the study.”
Quote in the paperNot a substantial claim - Findingown data
Between-group effects on total social skills were nonsignificant.
“whereas effects on total social skills and teacher-reported planning/organizing skills were nonsignificant between groups.”
Quote in the paperNot a substantial claim
- Findingown data
After 10 weeks, participants in group 1 compared with group 2 achieved significantly greater improvements on the secondary outcome of parent-reported working memory (P=.02).
“and working memory (parent-reported; P=.02)”
- Also stated in: § Between-Group Differences (Group 1 Versus Group 2) · plain
“| | BRIEF (subscale Working Memory) | 0.75 (0.32) | 0.11, 1.38 | –0.17 (0.33) | –0.83, 0.49 | 5.16 | .02 | 0.51 |”
Quote in the paperNot a substantial claim - Also stated in: § Between-Group Differences (Group 1 Versus Group 2) · plain
- Findingown data
On the secondary outcome SSRS Assertiveness, the group 1 versus group 2 difference was not statistically significant (P=.26).
“| | | SSRS (subscale Assertiveness) | 0.32 (0.27) | –0.22, 0.85 | –0.06 (0.28) | –0.62, 0.49 | 1.28 | .26 | 0.04 |”
Quote in the paperNot a substantial claim - Findingown data
There were no differences between group 1 and group 2 concerning participants' cooperation skills.
“There were no differences concerning participants’ cooperation skills.”
Quote in the paperNot a substantial claim - Findingown data
Parents and teachers reported that total social skills improved over time within groups.
“Parents and teachers reported that total social skills improved over time within groups”
Quote in the paperNot a substantial claim - Findingown data
Between-group effects on teacher-reported planning/organizing skills were nonsignificant.
“whereas effects on total social skills and teacher-reported planning/organizing skills were nonsignificant between groups.”
Quote in the paperNot a substantial claim - Findingown data
After 10 weeks, participants in group 1 compared with group 2 achieved significantly greater improvements on the secondary outcome of the parent-reported social skill of responsibility (P=.04).
“and on secondary outcomes of the social skill of responsibility (parent-reported; P=.04)”
Quote in the paperNot a substantial claim - Findingown data
Participants in group 2, who played the serious game during weeks 10 to 20, improved on comparable domains of daily life functioning over time.
“Participants in group 2, who played the serious game during the second period of the study (weeks 10 to 20), improved on comparable domains of daily life functioning over time.”
Quote in the paperSubstantial claim - Findingown data
On the secondary outcome SSRS Total, the group 1 versus group 2 difference was not statistically significant (P=.10).
“| | | SSRS (Total) | 2.24 (0.81) | 0.64, 3.83 | 0.58 (0.85) | –1.09, 2.26 | 2.68 | .10 | 0.05 |”
Quote in the paperNot a substantial claim - Findingown data
While playing the serious game for the first 10 weeks, group 1 showed significant improvements in parent-reported social skills (primarily cooperation and responsibility).
“While playing the serious game intervention in addition to treatment as usual for the first 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, and social (primarily cooperation and responsibility) skills were found.”
Quote in the paperSubstantial claim - Findingown data
An adverse event was a reason to discontinue the study for only one known participant.
“An adverse event was a reason to discontinue the study for only one known participant.”
Quote in the paperNot a substantial claim - Findingown data
Within-group effects showed significant improvement from 10 weeks to 10-week follow-up for parent-reported working memory.
“Within-group effects showed significant improvement from 10 weeks to 10-week follow-up for parent-reported time management, working memory, time perception, and social skills (primarily cooperation, responsibility, and self-control).”
Quote in the paperSubstantial claim - Findingown data
After crossing over, group 2 showed significant improvements in parent-reported time perception.
“After crossing over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, working memory, and social skills (primarily cooperation and assertiveness) were found.”
Quote in the paperSubstantial claim - Findingreasoning
Improvements in social responsibility among players was observed.
“Improvements in social responsibility among players was observed.”
Quote in the paperNot a substantial claim - Findingown data
While playing the serious game for the first 10 weeks, group 1 showed significant improvements in parent-reported planning/organizing.
“While playing the serious game intervention in addition to treatment as usual for the first 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, and social (primarily cooperation and responsibility) skills were found.”
Quote in the paperSubstantial claim - Findingown data
After crossing over, group 2 showed significant improvements in parent-reported working memory.
“After crossing over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, working memory, and social skills (primarily cooperation and assertiveness) were found.”
Quote in the paperSubstantial claim - Findingown data
Group 1 improved significantly more than group 2 on parent-reported working memory.
“Regarding the secondary outcome measures, group 1 also improved significantly more than the group 2 on measures of parent-reported working memory and responsibility skills.”
Quote in the paperSubstantial claim - Findingown data
While playing the serious game for the first 10 weeks, group 1 showed significant improvements in parent-reported time perception.
“While playing the serious game intervention in addition to treatment as usual for the first 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, and social (primarily cooperation and responsibility) skills were found.”
Quote in the paperSubstantial claim - Findingown data
After crossing over to the serious game intervention, group 2 showed significant improvements in parent-reported time management.
“After crossing over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, working memory, and social skills (primarily cooperation and assertiveness) were found.”
Quote in the paperSubstantial claim - Findingown data
These effects were small to medium.
“These effects were small to medium and were maintained or even further improved at the 10-week follow-up for group 1.”
Quote in the paperSubstantial claim - Findingown data
Significant improvements were demonstrated for participants' working memory as reported by teachers.
“Furthermore, significant improvements were demonstrated for participants’ time management, working memory, and social skills as reported by their teachers.”
Quote in the paperSubstantial claim - Findingown data
Significant improvements were demonstrated for teacher-reported working memory from 10 weeks to follow-up.
“Furthermore, significant improvements were demonstrated for teacher-reported time management and working memory skills (see Table 5).”
Quote in the paperSubstantial claim - Findingown data
After crossing over, group 2 showed significant improvements in parent-reported planning/organizing.
“After crossing over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, working memory, and social skills (primarily cooperation and assertiveness) were found.”
Quote in the paperSubstantial claim - Findingown data
During the first 10 weeks of treatment as usual, group 2 improved significantly on teacher-reported social skills.
“While receiving treatment as usual for the first 10 weeks, participants improved significantly on parent-reported time management and teacher-reported social skills.”
Quote in the paperNot a substantial claim - Findingown data
No serious adverse events were reported.
“No serious adverse events were reported.”
Quote in the paperNot a substantial claim - Findingown data
Children from group 2 improved on comparable domains of daily life functioning over time after playing the serious game.
“Children from group 2, who played the serious game during the second period of the study (weeks 10 to 20), improved on comparable domains of daily life functioning over time.”
Quote in the paperSubstantial claim - Findingown data
Within-group effects showed significant improvement from 10 weeks to 10-week follow-up for parent-reported social skills (primarily cooperation, responsibility, and self-control).
“Within-group effects showed significant improvement from 10 weeks to 10-week follow-up for parent-reported time management, working memory, time perception, and social skills (primarily cooperation, responsibility, and self-control).”
Quote in the paperSubstantial claim - Findingown data
There were 10 adverse events that could be related to the intervention reported by parents, teachers, or participants.
“Overall, there were 10 adverse events that could be related to the intervention that were reported by parents, teachers, or participants themselves.”
Quote in the paperNot a substantial claim - Findingown data
Teachers reported greater improvements in group 1 than group 2 on time management.
“Teachers reported greater improvements in group 1 than group 2 on the measure of time management and working memory, although this latter effect did not meet statistical significance (P=.05).”
Quote in the paperNot a substantial claim - Findingown data
During the first 10 weeks of treatment as usual, group 2 improved significantly on parent-reported time management.
“While receiving treatment as usual for the first 10 weeks, participants improved significantly on parent-reported time management and teacher-reported social skills.”
Quote in the paperNot a substantial claim - Findingown data
After crossing over, group 2 showed significant improvements in parent-reported social skills (primarily cooperation and assertiveness).
“After crossing over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, working memory, and social skills (primarily cooperation and assertiveness) were found.”
Quote in the paperSubstantial claim - Findingown data
Self-reported self-efficacy significantly improved after receiving the intervention.
“Self-reported self-efficacy also significantly improved after receiving the intervention (see Table 4).”
Quote in the paperNot a substantial claim - Findingown data
Within-group effects showed significant improvement from 10 weeks to 10-week follow-up for parent-reported time perception.
“Within-group effects showed significant improvement from 10 weeks to 10-week follow-up for parent-reported time management, working memory, time perception, and social skills (primarily cooperation, responsibility, and self-control).”
Quote in the paperSubstantial claim - Findingown data
All adverse events were of mild or moderate severity.
“All adverse events were of mild (n=5) or moderate (n=5) severity, but this was no reason to discontinue study participation.”
Quote in the paperNot a substantial claim - Findingown data
Significant improvements were demonstrated for participants' time management as reported by teachers.
“Furthermore, significant improvements were demonstrated for participants’ time management, working memory, and social skills as reported by their teachers.”
Quote in the paperSubstantial claim - Findingown data
Significant improvements were demonstrated for participants' social skills as reported by teachers.
“Furthermore, significant improvements were demonstrated for participants’ time management, working memory, and social skills as reported by their teachers.”
Quote in the paperSubstantial claim - Findingown data
While playing the serious game for the first 10 weeks, group 1 showed significant improvements in parent-reported time management.
“While playing the serious game intervention in addition to treatment as usual for the first 10 weeks, significant improvements in outcomes of parent-reported time management, time perception, planning/organizing, and social (primarily cooperation and responsibility) skills were found.”
Quote in the paperSubstantial claim - Findingown data
After crossing over, significant improvements were demonstrated for all teacher-reported outcomes.
“Furthermore, significant improvements were demonstrated for all teacher-reported outcomes.”
Quote in the paperSubstantial claim - Findingown data
Significant improvements were demonstrated for teacher-reported time management from 10 weeks to follow-up.
“Furthermore, significant improvements were demonstrated for teacher-reported time management and working memory skills (see Table 5).”
Quote in the paperSubstantial claim - Findingown data
Group 1 improved significantly more than group 2 on parent-reported responsibility skills.
“Regarding the secondary outcome measures, group 1 also improved significantly more than the group 2 on measures of parent-reported working memory and responsibility skills.”
Quote in the paperSubstantial claim - Findingown data
Within-group effects showed significant improvement from 10 weeks to 10-week follow-up for parent-reported time management.
“Within-group effects showed significant improvement from 10 weeks to 10-week follow-up for parent-reported time management, working memory, time perception, and social skills (primarily cooperation, responsibility, and self-control).”
Quote in the paperSubstantial claim - Findingown data
Participants with higher severity scores on ADHD symptoms were more likely to drop out from the study.
“Notably, participants with higher severity scores on ADHD symptoms were more likely to drop out from the study, which implies that we can only generalize our results to children with less severe ADHD symptoms, but this remains speculative because symptoms were within the normal range.”
Quote in the paperSubstantial claim - Findingown data
Participants labeled as clinically stable by their clinicians still showed significant improvements in daily functioning.
“Even more important is the fact that participants labeled as “clinically stable” by their clinicians still showed significant improvements in daily functioning.”
Quote in the paperSubstantial claim - Premisecitation
Without proper interventions, functional impairments in time management, planning/organizing, and prosocial behavior skills often endure and escalate into adolescence and adulthood.
“Without proper interventions, functional impairments in the areas of time management, planning/organizing, and prosocial behavior skills often endure and escalate into adolescence and adulthood [6,7,11-14].”
Quote in the paperSubstantial claim0 of 6 sources checked- cites [6] source
Not checked in the free run.
- cites [7] source
Not checked in the free run.
- cites [11] Langberg, JM, 2012, School Psych Rev source
Not checked in the free run.
- cites [12] Barkley, R, 2006, Attention-Deficit Hyperactivity Disorder: A Handbook for Diagnosis and Treatment. 3rd ed
Not checked in the free run.
- cites [13] source
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- cites [14] source
Not checked in the free run.
- Interpretationown data
Plan-It Commander offers an effective therapeutic approach as an adjunct intervention to traditional therapeutic ADHD approaches that improve functional outcomes in daily life.
“Plan-It Commander offers an effective therapeutic approach as an adjunct intervention to traditional therapeutic ADHD approaches that improve functional outcomes in daily life.”
Quote in the paperSubstantial claim - Study design and conductown data
Children who dropped out during the study had higher ADHD severity scores compared to children who completed the study (mean 45.06, SD 15.79 vs mean 39.07, SD 14.16; t168=2.09, P=.04).
“However, children who dropped out during the study (mean 45.06, SD 15.79) had higher ADHD severity scores compared to children who completed the study (mean 39.07, SD 14.16; t 168=2.09, P=.04).”
Quote in the paperNot a substantial claim - Study design and conductreasoning
Full blinding of researchers and teachers at the other assessment points could not be guaranteed.
“Although all efforts were made to keep the investigator blind during baseline assessments, full blinding of researchers and teachers at the other assessment points could not be guaranteed because participants could spontaneously talk about the game during the study.”
Quote in the paperNot a substantial claim - Study design and conductown data
The dropout rate did not differ between the 2 study groups at 10-week follow-up (χ2 1=2.5, P=.12).
“The dropout rate did not differ between the 2 study groups at 10-week follow-up (χ2 1=2.5, P=.12).”
Quote in the paperNot a substantial claim - Study design and conductcitation
The time management questionnaire demonstrated good reliability (α=.85) in a pilot study.
“The time management questionnaire gave a more detailed insight into children’s behavior strategies used to improve their time management skills compared to other existing questionnaires (primarily focusing on time perception and/or coordination) and demonstrated good reliability (α=.85) in a pilot study (KCMB, unpublished data, 2016).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites KCMB, unpublished data, 2016
Not checked in the free run.
- Study design and conductown data
At 10 weeks, the dropout rate was higher in group 1 compared to group 2 (χ2 1=8.0, P=.01).
“At 10 weeks (T1), the dropout rate was higher in group 1 compared to group 2 (χ2 1=8.0, P=.01).”
Quote in the paperNot a substantial claim - Study design and conductown data
There was a significant difference between group 1 (mean 12.61, SD 8.60) and group 2 (mean 9.70, SD 8.28) in number of days engaged with the closed social community (t157=2.17, P=.03).
“There was a significant difference between group 1 (mean 12.61, SD 8.60) and group 2 (mean 9.70, SD 8.28) with regard to the number of days they engaged with the closed social community (t 157=2.17, P=.03).”
Quote in the paperNot a substantial claim - Premisecitation
Serious games offer an environment in which attractive learning tasks are presented in a way that addresses the difficulties that children with ADHD often have in engaging with boring and repetitive training tasks.
“Such games offer an environment in which attractive learning tasks are presented in a way that addresses the difficulties that children with ADHD often have in engaging with “boring” and repetitive training tasks [36-38].”
Quote in the paperSubstantial claim0 of 3 sources checked - Interpretationown data
The findings demonstrate the efficacy of an Internet-based serious game specifically developed for children with ADHD.
“The findings of this 20-week multisite randomized controlled crossover open-label trial demonstrate the efficacy of an Internet-based serious game specifically developed for children with ADHD.”
Quote in the paperSubstantial claim - Premisecitation
Previous exploratory research in a pilot study of a prototype of the game demonstrated improvement of time management.
“Previous exploratory research in a pilot study of a prototype of the game demonstrated improvement of time management (KCMB, unpublished data, 2016).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites KCMB, unpublished data, 2016
Not checked in the free run.
- Interpretationown data
The effects were maintained or even further improved at the 10-week follow-up for group 1.
“These effects were small to medium and were maintained or even further improved at the 10-week follow-up for group 1.”
Quote in the paperSubstantial claim - Premisecitation
Several controlled trials of serious games have shown effects on real-world behaviors in diverse patient groups.
“Although the scientific evaluation of serious games precludes making conclusive statements about their impact on “real-world” behaviors, several controlled trials of serious games have shown to affect these behaviors in diverse patient groups [42].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [42] source
Not checked in the free run.
- Interpretationreasoning
Game elements enabled players to practice socially responsible behaviors in the game that could be practiced in the real world.
“This was expected given that game elements, such as a mentor figure or nonplayable characters and peers with ADHD with whom they could interact (eg, asking for help, being polite, and dealing with compliments in a good way), enabled players to practice socially responsible behaviors in the game that could be practiced in the “real world” as well.”
Quote in the paperSubstantial claim - Premisecitation
50% of patients with ADHD discontinue treatment regardless of its efficacy or symptom severity.
“Moreover, it appears that 50% of patients with ADHD discontinue treatment regardless of its efficacy or symptom severity [20].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [20] source
Not checked in the free run.
- Interpretationreasoning
This serious game is unique because it elicits its effects by promoting behavioral strategies instead of training executive functions by offering repeated cognitive exercises.
“Although improvements in planning/organizing skills have been shown by other computerized neurocognitive training programs as well [39,59], this serious game is unique because it elicits its effects by promoting behavioral strategies instead of training executive functions by offering repeated cognitive exercises.”
Quote in the paperSubstantial claim0 of 2 sources checked - Premisecitation
Patients with ADHD experience low engagement during therapy because of difficulties with sustaining attention and motivation.
“Because of their difficulties with sustaining attention and motivation, patients with ADHD experience low engagement during therapy [21].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [21] source
Not checked in the free run.
- Interpretationown data
The current randomized controlled study demonstrated that Plan-It Commander is an effective adjunctive Internet-based behavioral intervention for children with ADHD.
“The current randomized controlled study demonstrated that Plan-It Commander is an effective adjunctive Internet-based behavioral intervention for children with ADHD.”
Quote in the paperSubstantial claim - Interpretationreasoning
Easy accessible interventions such as serious games can stimulate young patients with ADHD to comanage their health care processes.
“Given that young patients with ADHD have engagement and motivation issues in general, easy accessible interventions such as serious games can stimulate them to comanage their health care processes as part of the Chronic Care Model of Child Health and the World Health Organization Mental Health Action Plan 2013-2020 [22,23,64].”
Quote in the paperSubstantial claim0 of 3 sources checked- cites [22] source
Not checked in the free run.
- cites [23] 2013, Mental Health Action Plan 2013-2020
Not checked in the free run.
- cites [64] Van Cleave, J, 2008, J Psychosoc Nurs Ment Health Serv source
Not checked in the free run.
- Rests on an assumption: Young patients with ADHD have engagement and motivation issues in general.
- Interpretationreasoning
The Internet-based serious game intervention fulfills this need by addressing impairments associated with ADHD among school-aged children in the home and school context.
“The Internet-based serious game intervention in this study fulfills this need by addressing impairments associated with ADHD among school-aged children in the home and school context.”
Quote in the paperSubstantial claim - Study design and conductnone given
No therapist or parent explicitly intervened during the game intervention.
“No therapist or parent explicitly intervened during the game intervention.”
Quote in the paperSubstantial claim - Interpretationreasoning
The current intervention is unique in its contribution to the adjunctive ADHD treatment repertoire because it differs from existing computerized neurocognitive training formats.
“The current intervention is unique in its contribution to the adjunctive ADHD treatment repertoire because it differs from existing computerized neurocognitive training formats.”
Quote in the paperSubstantial claim - Interpretationnone given
Significant results were obtained over and above medication effects.
“It is encouraging that significant results were obtained over and above medication effects.”
Quote in the paperSubstantial claim - Premisecitation
ADHD is a chronic health problem.
“ADHD is a chronic health problem and previous studies have emphasized the need for efforts to treat impairments outside the therapy context and provide patients with greater autonomy [22,23,63].”
Quote in the paperSubstantial claim0 of 3 sources checked - Study design and conductnone given
Parents were not rater-blinded.
“Further, parents were not rater-blinded and rater-blindness of teachers could not fully be guaranteed because children were free to report game experiences.”
Quote in the paperNot a substantial claim - Study design and conductreasoning
Rater-blindness of teachers could not fully be guaranteed because children were free to report game experiences.
“Further, parents were not rater-blinded and rater-blindness of teachers could not fully be guaranteed because children were free to report game experiences.”
Quote in the paperNot a substantial claim
- May combine two claims. 34
- Classified as probably not a substantial claim. 25
May combine two claims.
Findingown dataGroup 1 showed more improvement in parent-reported planning/organizing skills compared to group 2, but this did not meet statistical significance (P=.07).
“Group 1 also showed more improvement in parent-reported planning/organizing skills compared to group 2, although this did not meet statistical significance (P=.07).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataGroup 1 showed greater improvements in self-efficacy compared to group 2, but this did not meet statistical significance (P=.09).
“Finally, the same accounted for participants’ self-efficacy in which participants in group 1 showed greater improvements as compared to group 2 (P=.09), but it did not meet statistical significance.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataNo differences were found on teacher-rated total social skills or planning/organizing skills.
“No differences were found on parent-rated total social skills (with subscales assertiveness and self-control) and teacher-rated total social skills and planning/organizing skills.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataNo differences were found on parent-rated total social skills, assertiveness, or self-control.
“No differences were found on parent-rated total social skills (with subscales assertiveness and self-control) and teacher-rated total social skills and planning/organizing skills.”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataPlan-It Commander demonstrated improvement of total social skills over time, but had nonsignificant between-group effects as reported by parents and teachers.
“Plan-It Commander demonstrated improvement of total social skills over time, but had nonsignificant between-group effects as reported by parents and teachers.”
Quote in the paperSubstantial claimMay combine two claims.
Findingown dataTeachers reported greater improvements in group 1 than group 2 on working memory, but this did not meet statistical significance (P=.05).
“Teachers reported greater improvements in group 1 than group 2 on the measure of time management and working memory, although this latter effect did not meet statistical significance (P=.05).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingown dataGroup 1 showed greater improvements in time perception compared to group 2, but this did not meet statistical significance (P=.09).
“Participants in group 1 showed greater improvements in participants’ time perception compared to group 2, although this did not meet statistical significance (P=.09).”
Quote in the paperNot a substantial claimMay combine two claims.
Findingnone givenResults demonstrated that parents as well as children were satisfied with their treatment.
“Results demonstrated that parents as well as children were satisfied with their treatment.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThere were no differences between the 2 groups in number of days playing the mission-guided game.
“There were no differences between the 2 groups with regard to the number of days playing the mission-guided game.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationCompared to children without the disorder, children with ADHD have more difficulties at school making schedules to finish assignments on time, executing complex planning tasks, organizing material needed for assignments, remembering task instructions, and setting priorities.
“Compared to children without the disorder, children with ADHD have more difficulties at school making schedules to finish assignments on time, executing complex planning tasks, organizing material needed for assignments, remembering task instructions, and setting priorities [6,7].”
Quote in the paperSubstantial claim0 of 2 sources checkedProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductreasoningIt was not possible to blind participants to their treatment allocation.
“It was not possible to blind participants to their treatment allocation.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductnone givenGroup assignment was performed online using the next available number on the randomization list corresponding to the site and gender of the participant.
“Group assignment was performed online using the next available number on the randomization list corresponding to the site and gender of the participant.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductown dataParticipants who dropped out during the study did not differ from completers on age, gender, ADHD subtype, or intelligence.
“Participants who dropped out during the study period did not differ according to age (t 168 =–1.34, P=.18), gender (χ2 1=2.2, P=.13), ADHD subtype (χ2 2=2.5, P=.29), or intelligence (t 168 =–1.66, P=.10) compared to participants who did not drop out”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationThe significance level for primary outcome measures was adjusted on the basis of the Hochberg procedure.
“The significance level for primary outcome measures was adjusted on the basis of the Hochberg procedure [56].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [56] Hochberg, Y, 1990, Stat Med source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataParticipants played the mission-guided game for a mean 19.04 (SD 9.61) days and the closed social community for a mean 11.20 (SD 8.55) days.
“Participants played for a mean 19.04 (SD 9.61) days in the mission-guided game and a mean 11.20 (SD 8.55) days in the closed social community.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductown dataAt 10 weeks, 152 of 170 participants (89.4%) completed the study, and 139 of 170 (81.8%) completed at the 10-week follow-up.
“At 10 weeks (T1), 152 of 170 participants (89.4%) completed the study and 139 of 170 (81.8%) completed at the 10-week follow-up (T2).”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
Study design and conductown dataThe sample size was determined in advance by power calculations on the basis of previous pilot study descriptive results on primary outcome measures, indicating that 78 participants per group would give 87% power to detect differences of a medium effect size (at least 0.5) between groups (α=.05; 2-sided).
“The sample size was determined in advance by power calculations on the basis of previous pilot study descriptive results (mean, SD) on primary outcome measures, which indicated that 78 participants per group would give 87% power to detect differences of a medium effect size (at least 0.5) between groups (α=.05; 2-sided).”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThe difference between group 1 (mean 13.53, SD 6.25) and group 2 (mean 11.53, SD 7.25) in amount of time playing the mission-guided game did not meet statistical significance (t155=1.81, P=.07).
“A difference was seen between group 1 (mean 13.53, SD 6.25) and group 2 (mean 11.53, SD 7.25) with regard to the amount of time playing the mission-guided game (t 155=1.81, P=.07) but it did not meet statistical significance.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationChildren with ADHD show impairments in social functioning, are rejected more often by peers, and have more conflicts with other children and adults compared to children without ADHD.
“Children with ADHD also show impairments in social functioning. They are rejected more often by their peers and have more conflicts with other children and adults compared to their counterparts who do not have ADHD [9].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [9] source
Not checked in the free run.
Classified as probably not a substantial claim.
Study design and conductcitationInclusion required a DSM-IV-TR diagnosis of ADHD confirmed by the Kiddie Schedule for Affective Disorders and Schizophrenia-Lifetime version (K-SADS).
“Inclusion criteria were (1) a Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition, Text Revision (DSM-IV-TR) diagnosis of ADHD (confirmed by the Kiddie Schedule for Affective Disorders and Schizophrenia-Lifetime version [K-SADS] [44,45])”
Quote in the paperSubstantial claim0 of 2 sources checked- cites [44] Puig-Antich, J, 1978, The Schedule for Affective Disorders and Schizophrenia for School-Age Children (Kiddie-SADS)
Not checked in the free run.
- cites [45] Reichart, C, 2000, Dutch Translation of the Kiddie-SADS
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductnone givenAllocation was stratified by study site and gender and arranged in permutated blocks.
“Allocation was stratified by study site and gender and arranged in permutated blocks.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
Study design and conductown dataRandomization was carried out on a 1:1 ratio and based on a prespecified computer-generated randomization list.
“Randomization was carried out on a 1:1 ratio and based on a prespecified computer-generated randomization list.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
Study design and conductown dataParticipants played the mission-guided game for a total duration of mean 12.56 (SD 6.57) hours and engaged with the closed social community for mean 54.27 (SD 70.00) minutes.
“Additionally, participants played the mission-guided game for a total duration of a mean12.56 (SD 6.57) hours and engaged with the closed social community for a mean 54.27 (SD 70.00) minutes.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationChildren with ADHD are more likely to show academic underachievement, poor academic performance, and educational problems compared to children without the diagnosis.
“Thus, it is not surprising that children with ADHD are more likely to show academic underachievement, poor academic performance, and educational problems compared to their counterparts without the diagnosis [8].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [8] source
Not checked in the free run.
Classified as probably not a substantial claim. May combine two claims.
Study design and conductnone givenIntention-to-treat analyses were used and included all randomized participants.
“Intention-to-treat analyses were used and included all randomized participants.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationImpaired social functioning in children with ADHD has serious long-term consequences for the development of conduct disorder and even some substance use disorders.
“Although understudied, impaired social functioning in children with ADHD has serious long-term consequences for the development of conduct disorder and even some substance use disorders [10].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [10] Greene, RW, 1997, J Consult Clin Psychol source
Not checked in the free run.
May combine two claims.
Study design and conductown dataMean scores for primary and secondary outcome measures and characteristics of groups 1 and 2 did not differ significantly at baseline.
“Mean scores for primary and secondary outcome measures and characteristics of groups 1 and 2 did not differ significantly at baseline (see Table 2).”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductown dataThe difference between group 1 (mean 1.04, SD 1.16) and group 2 (mean 0.44, SD 1.02) in amount of time playing in the closed social community was not statistically significant (t156=1.82, P=.07).
“With regard to the amount of time playing in the closed social community, there was a difference between group 1 (mean 1.04, SD 1.16) and group 2 (mean 0.44, SD 1.02; t 156=1.82, P=.07), although this was not statistically significant.”
Quote in the paperNot a substantial claimMay combine two claims.
PremisecitationStimulant medication reduces ADHD core symptoms among children with ADHD, but effects are limited with regard to children's behavioral, social, and cognitive functioning in daily life.
“Although stimulant medication has been shown to reduce ADHD core symptoms among children with ADHD, effects are limited with regard to children’s behavioral, social, and cognitive functioning in daily life [15].”
Quote in the paperSubstantial claim0 of 1 sources checked- cites [15] source
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing). May combine two claims.
PremisecitationWell-developed social responsibility skills in children contribute to academic success and an optimal learning environment.
“This finding is important given that well-developed social responsibility skills in children contribute to academic success and an optimal learning environment [52,53].”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [52] Gresham, M, 2008, Rating Scales Manual. SSIS Social Skills Improvement System
Not checked in the free run.
- cites [53] source
Not checked in the free run.
Classified as probably not a substantial claim.
PremisecitationSerious gaming is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient groups.
“Serious gaming (ie, [digital] games used for purposes other than purely entertainment) is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient groups [31-35].”
Quote in the paperSubstantial claim0 of 5 sources checkedMay combine two claims.
PremisecitationComputerized training programs for ADHD show some evidence for short-term effects on targeted working memory outcomes as measured by neurocognitive tests similar to the ones practiced in the games, but have not shown compelling evidence that these effects generalize beyond neurocognitive outcomes to important domains of daily life functioning.
“Although these programs show some evidence for short-term effects on targeted working memory outcomes as measured by neurocognitive tests similar to the ones practiced in the games, they have not shown compelling evidence that these effects generalize beyond neurocognitive outcomes to important domains of functioning in the daily lives of children with ADHD (so-called “far-transfer effects”) [27-”
Quote in the paperSubstantial claim0 of 3 sources checkedMay combine two claims.
Interpretationown dataImprovements in time management and working memory were reported by parents at home and teachers at school, supporting the claim that positive behavioral adaptations generalized across different settings.
“It should be noted that the improvements in time management and working memory were reported by parents at home and teachers at school supporting the claim that positive behavioral adaptations resulting from use of the serious game generalized across different settings.”
Quote in the paperSubstantial claimMay combine two claims.
InterpretationreasoningMost effects maintained or even further improved at 10-week follow-up.
“This implies that most effects maintained or even further improved at 10-week follow-up.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationDysfunctional time management is one of the core problems in ADHD, affecting social and executive domains of daily life functioning.
“Of particular interest is the clear effect seen on time management skills because dysfunctional time management is one of the core problems in ADHD, affecting social and executive domains of daily life functioning [4,37].”
Quote in the paperNot a substantial claim0 of 2 sources checked- cites [4] Sonuga-Barke, E, 2010, J Am Acad Child Adolesc Psychiatry
Not checked in the free run.
- cites [37] source
Not checked in the free run.
May combine two claims.
PremisecitationBehavioral interventions developed to improve functional outcomes are effective but often time-consuming, costly, and not easily accessible to all children who might benefit.
“Behavioral interventions developed to improve these children’s functional outcomes, although effective [7,14,16], are often time-consuming, costly, and not easily accessible to all children who might benefit from them [17-19].”
Quote in the paperSubstantial claim0 of 6 sources checkedMay combine two claims.
InterpretationreasoningThis approach provides sustainable therapeutic effects by improving behavioral strategies that can be applied in daily life.
“As such, this approach provides sustainable therapeutic effects by improving behavioral strategies that can be applied in daily life.”
Quote in the paperSubstantial claimMay combine two claims.
PremisecitationSerious games are characterized by high-intensity immediate reinforcement, which appears to improve task performance, especially within ADHD populations.
“These games are characterized by a high-intensity immediate reinforcement and this appears to improve task performance, especially within ADHD populations [39,40].”
Quote in the paperSubstantial claim0 of 2 sources checkedClassified as probably not a substantial claim. May combine two claims.
Study design and conductnone givenNo additional rewards were given and no prompts to play the game regularly were explicitly provided outside the game.
“Furthermore, no additional rewards were given and no prompts to play the game regularly were explicitly provided outside the game.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S2 (checkable). May combine two claims.
InterpretationreasoningThe findings contribute to scientific knowledge about the impact of serious game interventions on behavioral outcomes, Internet-based interventions for mental health, and innovative approaches to treating people coping with chronic mental health conditions.
“The findings contribute to scientific knowledge about the impact of serious game interventions on behavioral outcomes, Internet-based interventions for mental health that are consistent with the Chronic Care Model of Health, and innovative approaches to treating people coping with chronic mental health conditions.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductreasoningThe study could be controlled for changes in time and effects of repeated measurements, but not for placebo effects.
“Therefore, this study could be controlled for changes in time and effects of repeated measurements, but not for placebo effects.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationown dataIt is a unique contribution to the literature on serious games because it showed that a serious game for ADHD, as an adjunct to treatment as usual, improves functional outcomes of time management as well as working memory and social responsibility.
“It is a unique contribution to the literature on serious games because it showed that a serious game for ADHD, as an adjunct to treatment as usual, improves functional outcomes of time management as well as working memory and social responsibility.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Premisenone givenThe time management questionnaire was developed because of a lack of instruments for this age group.
“The time management questionnaire was developed because of a lack of instruments for this age group.”
Quote in the paperNot a substantial claimMay combine two claims.
Study design and conductnone givenGroup 2 followed treatment as usual and did not use a nontherapeutic placebo game.
“Group 2 followed treatment as usual and did not use a nontherapeutic “placebo game.””
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Study design and conductnone givenBoth instruments show good reliability.
“Both instruments show good reliability.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim.
PremisecitationPrevious studies have emphasized the need for efforts to treat impairments outside the therapy context and provide patients with greater autonomy.
“ADHD is a chronic health problem and previous studies have emphasized the need for efforts to treat impairments outside the therapy context and provide patients with greater autonomy [22,23,63].”
Quote in the paperSubstantial claim0 of 3 sources checkedMay combine two claims.
Interpretationown dataOverall, this study introduces serious gaming as an effective and attractive behavioral intervention for children with ADHD, especially for time management with evidence for effects on certain social skills and self-efficacy.
“Overall, this study introduces serious gaming as an effective and attractive behavioral intervention for children with ADHD, especially for time management with evidence for effects on certain social skills and self-efficacy as well.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationThis questionnaire was used previously in a randomized controlled pilot study.
“This questionnaire was used previously in a randomized controlled pilot study (KCMB, unpublished data, 2016).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites (KCMB, unpublished data, 2016)
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
Study design and conductcitationQuestionnaires to assess time management and self-efficacy were designed on theoretical basis and guidelines by Bandura.
“Questionnaires to assess time management and self-efficacy were designed on theoretical basis and guidelines by Bandura [55].”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites [55] Bandura, A, 2006, Self-Efficacy Beliefs of Adolescents
Not checked in the free run.
Probably not a substantial claim: may not pass S3 (load-bearing).
PremisecitationIncreased self-efficacy has been shown to correlate significantly with self-esteem and adaptive behaviors such as persistence in reaching goals in daily life.
“It may be important that further development of serious gaming addresses aspects of the concept of self-efficacy (eg, modeling behavior) more thoroughly because increased self-efficacy has been shown to correlate significantly with self-esteem and adaptive behaviors such as persistence in reaching goals in daily life [60-62].”
Quote in the paperNot a substantial claim0 of 3 sources checked
The paper relies on this without support.
A serious game designed to enhance behavior strategies for children with ADHD to improve their daily life functioning has not been scientifically evaluated in the literature.
“To our knowledge, a serious game designed to enhance behavior strategies for children with ADHD to improve their daily life functioning has not been scientifically evaluated in the literature.”
The paper relies on this without support.
Young patients with ADHD have engagement and motivation issues in general.
“Given that young patients with ADHD have engagement and motivation issues in general, easy accessible interventions such as serious games can stimulate them to comanage their health care processes as part of the Chronic Care Model of Child Health and the World Health Organization Mental Health Action Plan 2013-2020 [22,23,64].”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
Serious game interventions have been found to improve time management and planning/organization and reduce hyperactivity symptoms in students with ADHD.
“Those authors found improvements in time management and planning/organization, and a reduction in hyperactivity symptoms in a group of students with ADHD who received an SG intervention.”
From Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019) · cites this paper as [14]
The current results are consistent with previous research stating that playing videogames can increase concentration and other cognitive variables, such as processing speed or visual discrimination.
“These results are in line with previous research stating that playing videogames can increase concentration and other cognitive variables, such as processing speed or visual discrimination [12,13,14,15,16].”
From Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019) · cites this paper as [14]
Bul et al. [14] found positive effects of serious games on attention in a 10-week SG intervention ('Plan-It Commander') in a sample of ADHD students aged 8-12.
“The same authors found positive effects of SGs on attention in previous research [14] when they analyzed the effect of a 10-week SG intervention (called “Plan-It Commander”) in a sample of ADHD students aged 8–12.”
From Serious Games and Their Effect Improving Attention in Students with Learning Disabilities (2019) · cites this paper as [14]
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
Each contradiction between two passages listed here was confirmed by an independent check.
Adverse event both did and did not cause discontinuation
MinorThe adverse-events section says the reported events were no reason to discontinue participation, then says an adverse event caused one participant to discontinue.
“All adverse events were of mild (n=5) or moderate (n=5) severity, but this was no reason to discontinue study participation.”
“An adverse event was a reason to discontinue the study for only one known participant.”
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“Serious gaming (ie, [digital] games used for purposes other than purely entertainment) is a novel and promising approach to support the treatment of clinical symptoms and improvement of adaptive functioning among diverse patient groups [31-35].”
BackgroundSelf-citationThe role of individual differences in cognitive training and transfer
Jaeggi, S. M., Buschkuehl, M., Shah, P., & Jonides, J. (2014) · Memory & Cognition · doi:10.3758/s13421-013-0364-z · Cited by 432 · cited 1× · see citing works
“These games are characterized by a high-intensity immediate reinforcement and this appears to improve task performance, especially within ADHD populations [39,40].”
BackgroundA meta-analysis of serious digital games for healthy lifestyle promotion
DeSmet, A., Van Ryckeghem, D., Compernolle, S., Baranowski, T., Thompson, D., Crombez, G., Poels, K., Van Lippevelde, W., Bastiaensens, S., Van Cleemput, K., et al. (2014) · Preventive Medicine · doi:10.1016/j.ypmed.2014.08.026 · Cited by 414 · cited 1× · see citing works
“Although the scientific evaluation of serious games precludes making conclusive statements about their impact on “real-world” behaviors, several controlled trials of serious games have shown to affect these behaviors in diverse patient groups [42].”
BackgroundThe educational benefits of videogames
Griffiths (2002) · Nottingham Trent University's Institutional Repository (Nottingham Trent Repository) · Cited by 337 · see citing works
A Controlled Trial of Working Memory Training for Children and Adolescents with ADHD
Beck, S. J., Hanson, C. A., Puffenberger, S. S., Benninger, K. L., & Benninger, W. B. (2010) · Journal of Clinical Child & Adolescent Psychology · doi:10.1080/15374416.2010.517162 · Cited by 311 · cited 1× · see citing works
“Although improvements in planning/organizing skills have been shown by other computerized neurocognitive training programs as well [39,59], this serious game is unique because it elicits its effects by promoting behavioral strategies instead of training executive functions by offering repeated cognitive exercises.”
BackgroundAcademic and Educational Outcomes of Children With ADHD
Loe, I. M., & Feldman, H. M. (2007) · Ambulatory Pediatrics · doi:10.1016/j.ambp.2006.05.005 · Cited by 252 · see citing works
Chacko, A., Bedard, A. C., Marks, D. J., Feirsen, N., Uderman, J. Z., Chimiklis, A., Rajwan, E., Cornwell, M., Anderson, L., Zwilling, A., et al. (2014) · Journal of Child Psychology and Psychiatry · doi:10.1111/jcpp.12146 · Cited by 244 · cited 2× · see citing works
“Although these programs show some evidence for short-term effects on targeted working memory outcomes as measured by neurocognitive tests similar to the ones practiced in the games, they have not shown compelling evidence that these effects generalize beyond neurocognitive outcomes to important domains of functioning…”
BackgroundResultGreene, R. W., Biederman, J., Faraone, S. V., Sienna, M., & Garcia-Jetton, J. (1997) · Journal of Consulting and Clinical Psychology · doi:10.1037/0022-006x.65.5.758 · Cited by 241 · cited 1× · see citing works
“Although understudied, impaired social functioning in children with ADHD has serious long-term consequences for the development of conduct disorder and even some substance use disorders [10].”
BackgroundAbikoff, H., Gallagher, R., Wells, K. C., Murray, D. W., Huang, L., Lu, F., & Petkova, E. (2013) · Journal of Consulting and Clinical Psychology · doi:10.1037/a0029648 · Cited by 240 · cited 3× · see citing works
“Behavioral interventions developed to improve these children’s functional outcomes, although effective [7,14,16], are often time-consuming, costly, and not easily accessible to all children who might benefit from them [17-19].”
BackgroundABIKOFF, H., HECHTMAN, L., KLEIN, R. G., GALLAGHER, R., FLEISS, K., ETCOVITCH, J., COUSINS, L., GREENFIELD, B., MARTIN, D., & POLLACK, S. (2004) · Journal of the American Academy of Child & Adolescent Psychiatry · doi:10.1097/01.chi.0000128797.91601.1a · Cited by 198 · cited 2× · see citing works
“Behavioral interventions developed to improve these children’s functional outcomes, although effective [7,14,16], are often time-consuming, costly, and not easily accessible to all children who might benefit from them [17-19].”
BackgroundLangberg, J. M., Epstein, J. N., Becker, S. P., Girio-Herrera, E., & Vaughn, A. J. (2012) · School Psychology Review · doi:10.1080/02796015.2012.12087514 · Cited by 188 · see citing works
Dovis, S., Van der Oord, S., Wiers, R. W., & Prins, P. J. M. (2012) · Journal of Abnormal Child Psychology · doi:10.1007/s10802-011-9601-8 · Cited by 165 · cited 1× · see citing works
“Such games offer an environment in which attractive learning tasks are presented in a way that addresses the difficulties that children with ADHD often have in engaging with “boring” and repetitive training tasks [36-38].”
BackgroundSelf-citationBussing, R., Koro-Ljungberg, M., Noguchi, K., Mason, D., Mayerson, G., & Garvan, C. W. (2012) · Social Science & Medicine · doi:10.1016/j.socscimed.2011.10.009 · Cited by 151 · cited 1× · see citing works
“Because of their difficulties with sustaining attention and motivation, patients with ADHD experience low engagement during therapy [21].”
BackgroundStorebø, O. J., Skoog, M., Damm, D., Thomsen, P. H., Simonsen, E., & Gluud, C. (2011) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd008223.pub2 · Cited by 149 · see citing works
van der Oord, S., Ponsioen, A. J. G. B., Geurts, H. M., Brink, E. L. T., & Prins, P. J. M. (2014) · Journal of Attention Disorders · doi:10.1177/1087054712453167 · Cited by 148 · see citing works
Self-citationEffectiveness of the Challenging Horizons After-School Program for Young Adolescents With ADHD
Evans, S. W., Schultz, B. K., DeMars, C. E., & Davis, H. (2011) · Behavior Therapy · doi:10.1016/j.beth.2010.11.008 · Cited by 142 · cited 1× · see citing works
“Behavioral interventions developed to improve these children’s functional outcomes, although effective [7,14,16], are often time-consuming, costly, and not easily accessible to all children who might benefit from them [17-19].”
BackgroundLieberman, D. A. (1997) · Cited by 133 · see citing works
Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD
Bul, K., Franken, I. H. A., der Oord, S. V., Kato, P. M., Danckaerts, M., Vreeke, L. J., Willems, A., van Oers, H. J. J., van den Heuvel, R., van Slagmaat, R., et al. (2015) · Games for Health Journal · doi:10.1089/g4h.2015.0021 · Cited by 128 · cited 3× · see citing works
“We developed a serious game intervention for children with ADHD to teach and reinforce daily life skills, such as time management, planning/organizing, and cooperation skills [43].”
BackgroundMethodInfluentialSelf-citationVan der Oord, S., Van der Meulen, E. M., Prins, P. J. M., Oosterlaan, J., Buitelaar, J. K., & Emmelkamp, P. M. G. (2005) · Behaviour Research and Therapy · doi:10.1016/j.brat.2004.06.004 · Cited by 122 · cited 2× · see citing works
“Cooperation of the Social Skills Rating System (SSRS; parent version) [52,53].”
BackgroundMethodTwo novel CBTs for adolescents with ADHD: the value of planning skills
Boyer, B. E., Geurts, H. M., Prins, P. J. M., & Van der Oord, S. (2015) · European Child & Adolescent Psychiatry · doi:10.1007/s00787-014-0661-5 · Cited by 112 · cited 1× · see citing works
“Behavioral interventions developed to improve these children’s functional outcomes, although effective [7,14,16], are often time-consuming, costly, and not easily accessible to all children who might benefit from them [17-19].”
BackgroundPappadopulos, E., Jensen, P. S., Chait, A. R., Arnold, L. E., Swanson, J. M., Greenhill, L. L., Hechtman, L., Chuang, S., Wells, K. C., Pelham, W., et al. (2009) · Journal of the American Academy of Child & Adolescent Psychiatry · doi:10.1097/chi.0b013e31819c23ed · Cited by 112 · cited 1× · see citing works
“Moreover, it appears that 50% of patients with ADHD discontinue treatment regardless of its efficacy or symptom severity [20].”
BackgroundIntegrating Health Behavior Theory and Design Elements in Serious Games
Cheek, C., Fleming, T., Lucassen, M. F., Bridgman, H., Stasiak, K., Shepherd, M., & Orpin, P. (2015) · JMIR Mental Health · doi:10.2196/mental.4133 · Cited by 95 · see citing works
Computer-based Cognitive Training for ADHD
Sonuga-Barke, E., Brandeis, D., Holtmann, M., & Cortese, S. (2014) · Child and Adolescent Psychiatric Clinics of North America · doi:10.1016/j.chc.2014.05.009 · Cited by 92 · cited 1× · see citing works
“A growing number of computerized training programs for ADHD have been designed to improve working memory and executive functioning, thereby addressing specific neurocognitive deficits and ADHD core symptoms [24,25].”
BackgroundApproaching ADHD as a chronic condition: implications for long-term adherence.
Cleave, J. V., & Leslie, L. (2008) · Pediatric annals · doi:10.3928/00904481-20080101-07 · Cited by 88 · see citing works
Organizational-skills interventions in the treatment of ADHD
Langberg, J. M., Epstein, J. N., & Graham, A. J. (2008) · Expert Review of Neurotherapeutics · doi:10.1586/14737175.8.10.1549 · Cited by 81 · cited 1× · see citing works
“Behavioral interventions developed to improve these children’s functional outcomes, although effective [7,14,16], are often time-consuming, costly, and not easily accessible to all children who might benefit from them [17-19].”
BackgroundAbikoff, H., Nissley-Tsiopinis, J., Gallagher, R., Zambenedetti, M., Seyffert, M., Boorady, R., & McCarthy, J. (2009) · Journal of the American Academy of Child & Adolescent Psychiatry · doi:10.1097/chi.0b013e3181930626 · Cited by 77 · cited 2× · see citing works
“Compared to children without the disorder, children with ADHD have more difficulties at school making schedules to finish assignments on time, executing complex planning tasks, organizing material needed for assignments, remembering task instructions, and setting priorities [6,7].”
BackgroundEdbom, T., Lichtenstein, P., Granlund, M., & Larsson, J.-O. (2006) · Acta Paediatrica · doi:10.1080/08035250500449866 · Cited by 56 · see citing works
Approaching ADHD as a Chronic Condition: Implications for Long-Term Adherence
Van Cleave, J., & Leslie, L. K. (2008) · Journal of Psychosocial Nursing and Mental Health Services · doi:10.3928/02793695-20080801-07 · Cited by 35 · see citing works
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Frutos-Pascual, M., Zapirain, B., & Zorrilla, A. (2014) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph110100749 · Cited by 27 · cited 1× · see citing works
“Such games offer an environment in which attractive learning tasks are presented in a way that addresses the difficulties that children with ADHD often have in engaging with “boring” and repetitive training tasks [36-38].”
BackgroundFiellin, L. E., Hieftje, K. D., & Duncan, L. R. (2014) · Pediatrics · doi:10.1542/peds.2014-0941 · Cited by 19 · see citing works
Graziano, P. A., Geffken, G. R., & Lall, A. S. (2011) · Journal of Attention Disorders · doi:10.1177/1087054710367772 · Cited by 10 · cited 1× · see citing works
“Although stimulant medication has been shown to reduce ADHD core symptoms among children with ADHD, effects are limited with regard to children’s behavioral, social, and cognitive functioning in daily life [15].”
BackgroundCORE SYMPTOMS VS FUNCTIONAL OUTCOMES IN ADHD: ARE THEY DIFFERENT THERAPEUTIC TARGETS? *
Conners, C. K. (2003) · Cited by 3 · see citing works
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Cited by
Sorted by citations
Evans, S. W., Owens, J. S., Wymbs, B. T., & Ray, A. R. (2018) · Journal of Clinical Child & Adolescent Psychology · doi:10.1080/15374416.2017.1390757 · Cited by 477 · see citing works
“Modification Two modifications to BPT were included in the 2014 review and included one for single mothers and one for fathers (Chacko et al., 2009; Fabiano et al., 2009; Fabiano et al., 2012). These studies provided early indications that the modifications implemented by the investigators may have improved engagement…”
ResultVerschueren, S., Buffel, C., & Stichele, G. V. (2019) · JMIR Serious Games · doi:10.2196/11565 · Cited by 126 · see citing works
Peñuelas‐Calvo, I., Jiang-Lin, L. K., Serrano, B. G., Delgado‐Gómez, D., Navarro-Jimenez, R., Baca‐García, E., & Porras‐Segovia, A. (2020) · European Child & Adolescent Psychiatry · doi:10.1007/s00787-020-01557-w · Cited by 132 · see citing works
“[39] obtained an improvement in daily life skills (22.”
BackgroundInfluentialAyuso, D. M. R., Toledano-González, A., Rodríguez-Martínez, M. D. C., Arroyo-Castillo, P., Triviño-Juárez, J. M., González, P., Ariza‐Vega, P., González, A. D. P., & Segura‐Fragoso, A. (2021) · Children · doi:10.3390/children8020070 · Cited by 133 · see citing works
“[21] was the only one found that aimed to improve daily life skills, such as planning, time management, and social skills, through an SG named “Plan-It-Commander”, in which the child must perform 10 different missions.”
BackgroundMethodResultInfluentialStorebø, O. J., Andersen, M. E., Skoog, M., Hansen, S. J., Simonsen, E. H., Pedersen, N. B., Tendal, B., Edemann-Callesen, H., Faltinsen, E. G., & Gluud, C. N. (2019) · Cochrane Database of Systematic Reviews · doi:10.1002/14651858.cd008223.pub3 · Cited by 137 · see citing works
Zayeni, D., Raynaud, J.-P., & Revet, A. (2020) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2020.00036 · Cited by 124 · see citing works
“The game “plan it commander”, a serious game for children with ADHD had the longest intervention in our literature review (10 weeks) and required to be played three times a week for 65min (48).”
BackgroundAcquisition of handwriting in children with and without dysgraphia: A computational approach
Gargot, T., Asselborn, T., Pellerin, H., et al. (2020) · PLoS ONE · doi:10.1371/journal.pone.0237575 · Cited by 123 · see citing works
“, emotion recognition; attention), serious games have shown great attraction and clinical interests for children with neurodevelopmental disorders [30, 31] In contrast with traditional classifications of dysgraphia that are based on children’s comorbid problems such as dyslexia, attention deficit or motor-coordination…”
BackgroundCorrigan, N., Poetar, C.-R., & Voinescu, A. (2023) · Virtual Reality · doi:10.1007/s10055-023-00768-1 · Cited by 112 · see citing works
“We identified 543 records through database searching whilst one additional record (Bul et al. 2016) was identified through searching the list of references of the records obtained at the full-text screening.”
BackgroundSerious Games and Their Effect Improving Attention in Students with Learning Disabilities
García-Redondo, P., García, T., Areces, D., Núñez, J. C., & Rodríguez, C. (2019) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph16142480 · Cited by 112 · see citing works
“The same authors found positive effects of SGs on attention in previous research [14] when they analyzed the effect of a 10-week SG intervention (called “Plan-It Commander”) in a sample of ADHD students aged 8–12.”
BackgroundValentine, A. Z., Brown, B. J., Groom, M. J., Young, E., Hollis, C. P., & Hall, C. L. (2020) · Clinical Psychology Review · doi:10.1016/j.cpr.2020.101870 · Cited by 102 · see citing works
“, 2018), and four involved treatment utilised gaming (Bul et al., 2016; van der Oord, Ponsioen, Geurts, Ten Brink, & Prins, 2014), virtual reality (Bioulac et al.”
BackgroundCibrian, F. L., Lakes, K. D., Schuck, S. E. B., & Hayes, G. R. (2021) · International Journal of Child-Computer Interaction · doi:10.1016/j.ijcci.2021.100421 · Cited by 87 · see citing works
Warsinsky, S., Schmidt-Kraepelin, M., Rank, S., Thiebes, S., & Sunyaev, A. (2021) · Journal of Medical Internet Research · doi:10.2196/30390 · Cited by 100 · see citing works
Therapeutic use of serious games in mental health: scoping review
Dewhirst, A. M., Laugharne, R. A., & Shankar, R. (2022) · BJPsych Open · doi:10.1192/bjo.2022.4 · Cited by 82 · see citing works
“Post-treatment: 10 weeks; follow-up: 10 weeks Posttreatment: 10.6; follow-up: 18.2 Moderate Bul et al19, 2018, The Netherlands and Belgium Children with ADHD Plan-It Commander Goaloriented and problemsolving Mental healthcare clinics Identify subgroups that were likely to get a high benefit from the treatment compared…”
BackgroundInfluentialKhan, K., Hall, C. L., Davies, E. B., Hollis, C. P., & Glazebrook, C. (2019) · Journal of Medical Internet Research · doi:10.2196/13478 · Cited by 74 · see citing works
“6% male) with attention deficit hyperactivity disorder Crossover RCT 2 arms: Intervention=88, comparator group=82, N=170, Europe Bul et al, 2016 [29]”
BackgroundMethodInfluentialDigital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges
Vajawat, B., Varshney, P., & Banerjee, D. (2020) · Psychiatry Research · doi:10.1016/j.psychres.2020.113585 · Cited by 73 · see citing works
David, O. A., Cardoș, R. A. I., & Matu, S. (2019) · European Child & Adolescent Psychiatry · doi:10.1007/s00787-018-1192-2 · Cited by 81 · see citing works
Ogourtsova, T., Boychuck, Z., O’Donnell, M., Ahmed, S., Osman, G., & Majnemer, A. (2022) · Physical & Occupational Therapy In Pediatrics · doi:10.1080/01942638.2022.2106468 · Cited by 79 · see citing works
Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis
Wang, Y., Wang, Z., Liu, G., Wang, Z., Wang, Q., Yan, Y., Wang, J., Zhu, Y., Gao, W., Kan, X., et al. (2022) · Frontiers in Public Health · doi:10.3389/fpubh.2022.896974 · Cited by 71 · see citing works
A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?
Bul, K. C. M., Doove, L. L., Franken, I. H. A., Oord, S. V. D., Kato, P. M., & Maras, A. (2018) · PLOS ONE · doi:10.1371/journal.pone.0193681 · Cited by 71 · see citing works
Self-citationBlandon, D. Z., Muñoz, J. E., Lopez, D. S., & Gallo, O. H. (2016) · IEEE Colombian Computing Conference (CCC) · doi:10.1109/columbiancc.2016.7750788 · Cited by 66 · see citing works
“Recently, the leading Netherlands group has present two works for serious game for health, development a modular videogame “Plan-It Commander” that allow single and multiplayer interaction including social media (internet and local video games) to ADHD kids [19], [20], the multi-disciplinary team introduced a validati…”
BackgroundOccupational Therapy Practice Guidelines for Children and Youth Ages 5–21 Years
Cahill, S., & Beisbier, S. (2020) · American Journal of Occupational Therapy · doi:10.5014/ajot.2020.744001 · Cited by 69 · see citing works
Digital health interventions for youth with ADHD: A mapping review
Lakes, K. D., Cibrian, F. L., Schuck, S. E. B., Nelson, M. A., & Hayes, G. R. (2022) · Computers in Human Behavior Reports · doi:10.1016/j.chbr.2022.100174 · Cited by 62 · see citing works
Brigden, A., Anderson, E., Linney, C., Morris, R., Parslow, R., Serafimova, T., Smith, L., Briggs, E., Loades, M., & Crawley, E. (2020) · Journal of Medical Internet Research · doi:10.2196/16924 · Cited by 63 · see citing works
“usual ADHD; 8-12 years Bul et al (2016) [65]”
BackgroundInfluentialCahill, S., Egan, B. E., & Seber, J. (2020) · American Journal of Occupational Therapy · doi:10.5014/ajot.2020.038687 · Cited by 60 · see citing works
Unpacking the Lived Experiences of Smartwatch Mediated Self and Co-Regulation with ADHD Children
Silva, L. M., Cibrian, F. L., Monteiro, E. M., Bhattacharya, A., Beltran, J. A., Bonang, C., Epstein, D. A., Schuck, S. E. B., Lakes, K. D., & Hayes, G. R. (2023) · CHI Conference on Human Factors in Computing Systems · doi:10.1145/3544548.3581316 · Cited by 59 · see citing works
Ávila-Pesantez, D., Rivera, L., Vaca-Cárdenas, L., Aguayo, S., & Zúñiga, L. (2018) · IEEE Global Engineering Education Conference (EDUCON) · doi:10.1109/educon.2018.8363318 · Cited by 57 · see citing works
“It may be a useful method that positively impacts the children daily life [9].”
MethodRodrigo-Yanguas, M., Martín-Moratinos, M., Menéndez-García, Á., González, C., Royuela, A., & Blasco-Fontecilla, H. (2021) · JMIR Serious Games · doi:10.2196/26824 · Cited by 49 · see citing works
“Afterward, they tested its clinical effectiveness in a randomized controlled trial [16].”
MethodRodrigo-Yanguas, M., González, C., Bella-Fernández, M., & Blasco-Fontecilla, H. (2022) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2022.798480 · Cited by 51 · see citing works
Buitelaar, J. K. (2017) · Epidemiology and Psychiatric Sciences · doi:10.1017/s2045796017000154 · Cited by 53 · see citing works
He, F., Qi, Y., Zhou, Y., Cao, A., Yue, X., Fang, S., & Zheng, Y. (2023) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2023.1054831 · Cited by 45 · see citing works
Powell, L., Parker, J., & Harpin, V. (2017) · European Child & Adolescent Psychiatry · doi:10.1007/s00787-017-1092-x · Cited by 43 · see citing works
“One of the eight included RCTs, one was considered to be at overall high risk of bias [34], five RCTs were judged as being at overall low risk [51, 52, 54, 55, 56] and two RCTs were considered to be at overall unclear risk of bias [53, 57].”
InfluentialBuffel, C., van Aalst, J., Bangels, A.-M., Toelen, J., Allegaert, K., Verschueren, S., & Stichele, G. V. (2019) · JMIR Serious Games · doi:10.2196/12431 · Cited by 43 · see citing works
Vacca, R. A., Augello, A., Gallo, L., Caggianese, G., Malizia, V., Grutta, S. L., Murero, M., Valenti, D., Tullo, A., Balech, B., et al. (2023) · Neuroscience & Biobehavioral Reviews · doi:10.1016/j.neubiorev.2023.105156 · Cited by 44 · see citing works
How effective is fine motor training in children with ADHD? A scoping review
Lelong, M., Zysset, A. E., Nievergelt, M., Luder, R., Götz, U., Schulze, C., & Wieber, F. (2021) · BMC Pediatrics · doi:10.1186/s12887-021-02916-5 · Cited by 50 · see citing works
“The implementation of serious games and mHealth apps has a number of reported benefits in providing an accessible and motivating treatment approach [95] with a high ecological validity [96], the ability to collect and report data [97] and to give real-time feedback [98].”
BackgroundLópez‐Pérez, B., & Pacella, D. (2019) · Emotion · doi:10.1037/emo0000690 · Cited by 41 · see citing works
Schena, A., Garotti, R., D’Alise, D., Giugliano, S., Polizzi, M., Trabucco, V., Riccio, M., & Bravaccio, C. (2023) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph20043414 · Cited by 30 · see citing works
A cookbook method for Persuasive Game Design
Siriaraya, P., Visch, V., Vermeeren, A. P. O. S., & Bas, M. (2018) · International Journal of Serious Games · doi:10.17083/ijsg.v5i1.159 · Cited by 39 · see citing works
Rodrigo-Yanguas, M., Martín-Moratinos, M., González-Tardón, C., Sanchez-Sanchez, F., Royuela, A., Bella-Fernández, M., & Blasco-Fontecilla, H. (2023) · JMIR Serious Games · doi:10.2196/39874 · Cited by 28 · see citing works
“Moreover, parents reported improvements in social and school skills, consistent with results coming from studies using other serious video games like Plan-It Commander [61] and ThinkRx [63].”
Dawi, N. M., Kuča, K., Krejcar, O., & Namazi, H. (2021) · Fractals · doi:10.1142/s0218348x21502029 · Cited by 37 · see citing works
Lin, J., & Chang, W.-R. (2025) · JMIR Serious Games · doi:10.2196/60937 · Cited by 36 · see citing works
BRAVO: A Gaming Environment for the Treatment of ADHD
Barba, M. C., Covino, A., Luca, V. D., Paolis, L. T. D., D’Errico, G., Bitonto, P. D., Gestore, S. D., Magliaro, S., Nunnari, F., Paladini, G. I., et al. (2019) · Lecture notes in computer science · doi:10.1007/978-3-030-25965-5_30 · Cited by 35 · see citing works
Updates in technology-based interventions for attention deficit hyperactivity disorder
Lim, C. G., Lim-Ashworth, N., & Fung, D. S. S. (2020) · Current Opinion in Psychiatry · doi:10.1097/yco.0000000000000643 · Cited by 34 · see citing works
Robledo-Castro, C., Castillo, L., & Corchado, J. M. (2022) · Arabian Journal for Science and Engineering · doi:10.1007/s13369-022-07292-5 · Cited by 34 · see citing works
“The Tree of intelligences videogame improved attention, time management, planning, and organization in adolescents with ADHD and a reduction in symptoms of hyperactivity [126].”
BackgroundInfluentialLaghari, A. A., Estrela, V. V., Li, H., Yin, S., Khan, A. A., Anwar, M. S., Wahab, A., & Bouraqia, K. (2024) · Technology and Disability · doi:10.3233/tad-230035 · Cited by 32 · see citing works
“To test the impact of SGs, Bul et al. [13] applied a multisite randomized controlled trial of diseases like attention deficit and hyperactivity disorder (ADHD) in the everyday life abilities of children.”
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“The relationship between technology, learning, motivation, and a sense of pleasure makes serious games (SGs) proper instruments in several rehabilitation domains [43].”
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“, 2020) planning, time management, and social skills (Bul et al., 2016).”
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“Common approaches in the field to evaluate interventions leveraged structured clinical trials, and therefore, the researchers determined that the optimal approach to evaluate CliniPup was with a randomized controlled clinical trial [35,37,38].”
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“Traditionally, computer-based games designed to support mental health have addressed the most prevalent disorders: anxiety [75, 77, 78, 93], depression [4, 81] and ADHD [16, 17, 28].”
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“Examples include a handheld organizational device [37], computer games [25,27,34,39,41], programs [29,30,40], an augmented reality serious game [23], mobile apps to improve reading speed [33], executive functioning [35], and healthy sleep habits [38].”
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“SGs have gained acknowledgment in the fields of health and mental health treatment [20-24], probably because of factors such as play, which is inherently fun.”
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“In a randomised controlled experiment, Bul and colleagues verified the effectiveness of the game “Plan-It Commander” (Bul et al., 2015, 2016), oriented towards the transfer of acquired skills, combining a number of elements including a focus on behavioural strategies, careful adherence to theoretical foundations (e.g.…”
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A Review on Serious Games for ADHDPreprint
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“And a randomized controlled experiment was carried out to verify its effectiveness [55].”
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“, 2015), improved planning and organization skills (Bul et al., 2016).”
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Developing and piloting a serious game to educate children about over‐the‐counter medication safety
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“,6 – 16 ] A small sample of students were recruited which limits the statistical validity and clinical implication of the study fi ndings.”
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“…et al., 2021; Lim et al., 2012; Ou et al., 2020; Weerd-meester et al., 2016), executive functions (Benzing & Schmidt, 2019; Bikic et al., 2018; Bul et al., 2016, 2018; Dovis et al., 2019; García-Baos et al., 2019; García-Redondo et al., 2019; Kollins et al., 2020), working memory (Bul et al.,…”
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“The result showed that the game could be a valid tool to assess specific strengths and weaknesses of young children with ADHD.”
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“Studies were coded by the author for theoretical framework, tools (informational aid, expressive aid, and gaming), and content that was tailored to each user (Multimedia Appendix 2 [27,36-196]).”
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“Additional benefits also include improved language comprehension and mathematics skills (Franceschini et al., 2013), mental agility, strategic reasoning (García-Redondo et al., 2019), time management and planning and organization (Bul et al., 2016).”
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“The results suggest that the participants were satisfied with this game and improved their time management strategies, planning, organization, and improvement in prosocial skills (Bul et al., 2016).”
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Research Advances in ADHD and Technology
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“The potential of games for motivating learning and the improvement of academic performance has been proved [5] but, surprisingly, the improvement of social skills and behavior are generally not addressed, in spite of their importance for children [3].”
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“In this review, GBIs are characterized as structured interventions that incorporate explicit game design elements (e.g., goals, rules, feedback/rewards, progression and adaptive difficulty) [20].”
Towards a Virtual Reality Math Game for Learning In Schools - A User Study
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“…disorder that promotes practice of evidence-based behavioral strategies; an RCT evaluating Plan-it-Commander as a supplement to outpatient treatment indicated improvements in areas such as time management, social skills, and working memory relative to treatment as usual (Bul et al., 2016).”
A systematic review and content analysis of serious video games for children with ADHD
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“Meanwhile, Bul et al [13] have designed and implemented a serious game called Plan-It Commander as an adjunct to treatment for children with ADHD.”
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“…is a training program for EF that has garnered recognition as a tool to enhance cognitive abilities in individuals with ADHD and other disorders (Bul et al., 2016; Dovis et al., 2015; Kramer et al., 2020; Prins et al., 2011; van der Oord et al., 2014; Vugs et al., 2017) and has also been used…”
Using and Creating Therapeutic Games in Virtual Reality and the Player/Game/Therapy Model
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- Authors
- Bul, K. C., Kato, P. M., Van der Oord, S., Danckaerts, M., Vreeke, L. J., Willems, A., van Oers, H. J., Van Den Heuvel, R., Birnie, D., Van Amelsvoort, T. A., Franken, I. H., & Maras, A.
- Affiliations
- Yulius (NL)
- Coventry (United Kingdom) (GB)
- KU Leuven (BE)
- Janssen (Belgium) (BE)
- Erasmus University Rotterdam (NL)
- Corresponding author
- Bul, Kim CM
- ORCID
- Venue
- Journal of Medical Internet Research
- Publisher
- JMIR Publications Inc.
- Published
- 2016-02-16
- Volume
- 18
- Issue
- 2
- Pages
- e26
- ISSN
- 1438-8871 (ISSN-L)
- PMC
- PMC4773597
- OpenAlex
- W2286694224
- Semantic Scholar
- 2d63f0279771daa3cfecd43229836b8eccb11089
- Cited by
- 158
- References
- 62
- Citations by year
- 2026: 13 · 2025: 20 · 2024: 19 · 2023: 19 · 2022: 25 · 2021: 15 · 2020: 15 · 2019: 16 · 2018: 6 · 2017: 8 · 2016: 2
- FWCI
- 9.48
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by
- Locations
- Journal of Medical Internet Research (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- Pure (Coventry University) (publishedVersion, cc-by)
- EUR Research Repository (Erasmus University Rotterdam) (publishedVersion, other-oa)
- Lirias (KU Leuven) (submittedVersion, cc-by)
- EUR Research Repository (Erasmus University Rotterdam) (submittedVersion, other-oa)
- RePub (Erasmus University Rotterdam) (submittedVersion, other-oa)
- Research Publications (Maastricht University) (submittedVersion, cc-by)
- UvA-DARE (University of Amsterdam) (submittedVersion, cc-by)
- Utrecht University Repository (Utrecht University) (submittedVersion, other-oa)
- Coventry University Open Collections (Coventry university) (submittedVersion)
- The Open Collections (Coventry University) (submittedVersion)
- Research Publications (Maastricht University) (submittedVersion, other-oa)
- Data Archiving and Networked Services (DANS) (submittedVersion, other-oa)
- Funders
- Vlaamse regering
- Janssen Pharmaceuticals
- Topics
- Health Sciences › Medicine › Psychiatry and Mental health › Attention Deficit Hyperactivity Disorder
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Psychology › Clinical Psychology › Child Therapy and Development
- Keywords
- attention deficit hyperactivity disorder, serious games, online intervention, adjunct treatment, children, time management, daily living skills, social skills, responsibility, working memory, planning and organization, parent-reported outcomes, child self-report, medication adherence, treatment engagement, treatment discontinuation
- MeSH terms
- Attention Deficit Disorder with Hyperactivity, Child, Female, Humans, Male, Social Behavior, Video Games, Internet
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