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Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS
An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer-based programs have...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10642850/ https://www.ncbi.nlm.nih.gov/pubmed/37956184 http://dx.doi.org/10.1371/journal.pdig.0000374 |
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author | Schultz, Brandon K. Evans, Steven W. Bowditch, John Carter, Kaitlynn Rogers, Emma E. Donelan, Jennifer Dembowski, Allison |
author_facet | Schultz, Brandon K. Evans, Steven W. Bowditch, John Carter, Kaitlynn Rogers, Emma E. Donelan, Jennifer Dembowski, Allison |
author_sort | Schultz, Brandon K. |
collection | PubMed |
description | An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer-based programs have emerged to address the neurocognitive deficits of ADHD, but results to date have been disappointing. In this study, we tested the acceptability, playability, and user satisfaction of a novel planning/organization skills training game, called “ATHEMOS,” based on an established psychosocial treatment package (i.e., Challenging Horizons Program). We conducted eight focus groups during a three-year development period, using feedback from 72 young adolescents with ADHD to iteratively improve the game. Then, during a pilot study in the fourth year, we collected data from 16 young adolescents who played the game as part of a 6- to 16-week school-based intervention. Our findings suggest that the serious game resulted in acceptability and playability ratings only moderately below that of recreational games (δ = −0.40). Critically, average perceptions remained positive when delivered within a school-based ADHD intervention over several weeks or months, with strong overall user satisfaction. Boys found the game more acceptable than girls, with ratings near that of recreational games (δ = −0.23). We conclude that computer-assisted behavior interventions appeal to adolescents with ADHD and offer a potentially promising treatment delivery method in schools. |
format | Online Article Text |
id | pubmed-10642850 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-106428502023-11-14 Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS Schultz, Brandon K. Evans, Steven W. Bowditch, John Carter, Kaitlynn Rogers, Emma E. Donelan, Jennifer Dembowski, Allison PLOS Digit Health Research Article An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer-based programs have emerged to address the neurocognitive deficits of ADHD, but results to date have been disappointing. In this study, we tested the acceptability, playability, and user satisfaction of a novel planning/organization skills training game, called “ATHEMOS,” based on an established psychosocial treatment package (i.e., Challenging Horizons Program). We conducted eight focus groups during a three-year development period, using feedback from 72 young adolescents with ADHD to iteratively improve the game. Then, during a pilot study in the fourth year, we collected data from 16 young adolescents who played the game as part of a 6- to 16-week school-based intervention. Our findings suggest that the serious game resulted in acceptability and playability ratings only moderately below that of recreational games (δ = −0.40). Critically, average perceptions remained positive when delivered within a school-based ADHD intervention over several weeks or months, with strong overall user satisfaction. Boys found the game more acceptable than girls, with ratings near that of recreational games (δ = −0.23). We conclude that computer-assisted behavior interventions appeal to adolescents with ADHD and offer a potentially promising treatment delivery method in schools. Public Library of Science 2023-11-13 /pmc/articles/PMC10642850/ /pubmed/37956184 http://dx.doi.org/10.1371/journal.pdig.0000374 Text en © 2023 Schultz et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Schultz, Brandon K. Evans, Steven W. Bowditch, John Carter, Kaitlynn Rogers, Emma E. Donelan, Jennifer Dembowski, Allison Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS |
title | Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS |
title_full | Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS |
title_fullStr | Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS |
title_full_unstemmed | Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS |
title_short | Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS |
title_sort | acceptability and playability of an organization training videogame for young adolescents with adhd: the development of athemos |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10642850/ https://www.ncbi.nlm.nih.gov/pubmed/37956184 http://dx.doi.org/10.1371/journal.pdig.0000374 |
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