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IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality
The use of new technologies, such as virtual reality (VR), represents a promising strategy in the rehabilitation of subjects with attention-deficit/hyperactivity disorder (ADHD). We present the results obtained by administering the IAmHero tool through VR to a cohort of subjects with ADHD between 5...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9966139/ https://www.ncbi.nlm.nih.gov/pubmed/36834109 http://dx.doi.org/10.3390/ijerph20043414 |
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author | Schena, Annamaria Garotti, Raffaele D’Alise, Dario Giugliano, Salvatore Polizzi, Miriam Trabucco, Virgilio Riccio, Maria Pia Bravaccio, Carmela |
author_facet | Schena, Annamaria Garotti, Raffaele D’Alise, Dario Giugliano, Salvatore Polizzi, Miriam Trabucco, Virgilio Riccio, Maria Pia Bravaccio, Carmela |
author_sort | Schena, Annamaria |
collection | PubMed |
description | The use of new technologies, such as virtual reality (VR), represents a promising strategy in the rehabilitation of subjects with attention-deficit/hyperactivity disorder (ADHD). We present the results obtained by administering the IAmHero tool through VR to a cohort of subjects with ADHD between 5 and 12 years of age. The trial time was approximately 6 months. In order to assess the beneficial effects of the treatment, standardised tests assessing both ADHD symptoms and executive functions (e.g., Conners-3 scales) were administered both before and at the end of the sessions. Improvements were observed at the end of treatment in both ADHD symptoms (especially in the hyperactivity/impulsivity domain) and executive functions. One of the strengths of the VR approach is related above all to the acceptability of this tool and its flexibility. Unfortunately, to date, there are still few studies on this topic; therefore, future studies are essential to expand our knowledge on the utility and benefits of these technologies in the rehabilitation field. |
format | Online Article Text |
id | pubmed-9966139 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-99661392023-02-26 IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality Schena, Annamaria Garotti, Raffaele D’Alise, Dario Giugliano, Salvatore Polizzi, Miriam Trabucco, Virgilio Riccio, Maria Pia Bravaccio, Carmela Int J Environ Res Public Health Article The use of new technologies, such as virtual reality (VR), represents a promising strategy in the rehabilitation of subjects with attention-deficit/hyperactivity disorder (ADHD). We present the results obtained by administering the IAmHero tool through VR to a cohort of subjects with ADHD between 5 and 12 years of age. The trial time was approximately 6 months. In order to assess the beneficial effects of the treatment, standardised tests assessing both ADHD symptoms and executive functions (e.g., Conners-3 scales) were administered both before and at the end of the sessions. Improvements were observed at the end of treatment in both ADHD symptoms (especially in the hyperactivity/impulsivity domain) and executive functions. One of the strengths of the VR approach is related above all to the acceptability of this tool and its flexibility. Unfortunately, to date, there are still few studies on this topic; therefore, future studies are essential to expand our knowledge on the utility and benefits of these technologies in the rehabilitation field. MDPI 2023-02-15 /pmc/articles/PMC9966139/ /pubmed/36834109 http://dx.doi.org/10.3390/ijerph20043414 Text en © 2023 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 Schena, Annamaria Garotti, Raffaele D’Alise, Dario Giugliano, Salvatore Polizzi, Miriam Trabucco, Virgilio Riccio, Maria Pia Bravaccio, Carmela IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality |
title | IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality |
title_full | IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality |
title_fullStr | IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality |
title_full_unstemmed | IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality |
title_short | IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality |
title_sort | iamhero: preliminary findings of an experimental study to evaluate the statistical significance of an intervention for adhd conducted through the use of serious games in virtual reality |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9966139/ https://www.ncbi.nlm.nih.gov/pubmed/36834109 http://dx.doi.org/10.3390/ijerph20043414 |
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