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A Videogame as a Tool for Clinical Screening of Possible Vulnerability to Impulsivity and Attention Disturbances in Children

An attention disturbance is a problem that affects many school-aged children. The assessment in children is usually report-based, and as a result, controversy surrounds the diagnosis. To solve this issue, the aim of this study was to develop a new tool to detect possible attention-related problems a...

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Autores principales: Serrano-Barroso, Almudena, Vargas, Juan Pedro, Diaz, Estrella, Gómez-González, Isabel M., Ruiz, Gabriel, López, Juan Carlos
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9688645/
https://www.ncbi.nlm.nih.gov/pubmed/36360380
http://dx.doi.org/10.3390/children9111652
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author Serrano-Barroso, Almudena
Vargas, Juan Pedro
Diaz, Estrella
Gómez-González, Isabel M.
Ruiz, Gabriel
López, Juan Carlos
author_facet Serrano-Barroso, Almudena
Vargas, Juan Pedro
Diaz, Estrella
Gómez-González, Isabel M.
Ruiz, Gabriel
López, Juan Carlos
author_sort Serrano-Barroso, Almudena
collection PubMed
description An attention disturbance is a problem that affects many school-aged children. The assessment in children is usually report-based, and as a result, controversy surrounds the diagnosis. To solve this issue, the aim of this study was to develop a new tool to detect possible attention-related problems and impulsive behavior in 4- and 5-year-old children. This tool was developed as an Android app and could be used to provide an early indicator of possible future development problems. A sample of 103 children (48 girls and 55 boys) was randomly selected from primary schools and assessed by Pinky-Piggy, a videogame application based on a classical paradigm in experimental psychology. Data from this app were compared with a Child Neuropsychological Maturity Questionnaire. The subjects displayed different patterns of response to play a very simple game called Pinky-Piggy. The application discriminated between high-responders and low responders. The results showed a relationship between these two profiles and the levels of attention and neurodevelopment in each group. The tool could identify different types of profiles and demonstrated its potential to evaluate endophenotypes to predict attentional problems related to impulsive behavior. Additionally, it required less time and fewer tests to identify possible at-risk populations, thus assisting in clinical diagnosis.
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spelling pubmed-96886452022-11-25 A Videogame as a Tool for Clinical Screening of Possible Vulnerability to Impulsivity and Attention Disturbances in Children Serrano-Barroso, Almudena Vargas, Juan Pedro Diaz, Estrella Gómez-González, Isabel M. Ruiz, Gabriel López, Juan Carlos Children (Basel) Article An attention disturbance is a problem that affects many school-aged children. The assessment in children is usually report-based, and as a result, controversy surrounds the diagnosis. To solve this issue, the aim of this study was to develop a new tool to detect possible attention-related problems and impulsive behavior in 4- and 5-year-old children. This tool was developed as an Android app and could be used to provide an early indicator of possible future development problems. A sample of 103 children (48 girls and 55 boys) was randomly selected from primary schools and assessed by Pinky-Piggy, a videogame application based on a classical paradigm in experimental psychology. Data from this app were compared with a Child Neuropsychological Maturity Questionnaire. The subjects displayed different patterns of response to play a very simple game called Pinky-Piggy. The application discriminated between high-responders and low responders. The results showed a relationship between these two profiles and the levels of attention and neurodevelopment in each group. The tool could identify different types of profiles and demonstrated its potential to evaluate endophenotypes to predict attentional problems related to impulsive behavior. Additionally, it required less time and fewer tests to identify possible at-risk populations, thus assisting in clinical diagnosis. MDPI 2022-10-29 /pmc/articles/PMC9688645/ /pubmed/36360380 http://dx.doi.org/10.3390/children9111652 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Serrano-Barroso, Almudena
Vargas, Juan Pedro
Diaz, Estrella
Gómez-González, Isabel M.
Ruiz, Gabriel
López, Juan Carlos
A Videogame as a Tool for Clinical Screening of Possible Vulnerability to Impulsivity and Attention Disturbances in Children
title A Videogame as a Tool for Clinical Screening of Possible Vulnerability to Impulsivity and Attention Disturbances in Children
title_full A Videogame as a Tool for Clinical Screening of Possible Vulnerability to Impulsivity and Attention Disturbances in Children
title_fullStr A Videogame as a Tool for Clinical Screening of Possible Vulnerability to Impulsivity and Attention Disturbances in Children
title_full_unstemmed A Videogame as a Tool for Clinical Screening of Possible Vulnerability to Impulsivity and Attention Disturbances in Children
title_short A Videogame as a Tool for Clinical Screening of Possible Vulnerability to Impulsivity and Attention Disturbances in Children
title_sort videogame as a tool for clinical screening of possible vulnerability to impulsivity and attention disturbances in children
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9688645/
https://www.ncbi.nlm.nih.gov/pubmed/36360380
http://dx.doi.org/10.3390/children9111652
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