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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...

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Autores principales: Schena, Annamaria, Garotti, Raffaele, D’Alise, Dario, Giugliano, Salvatore, Polizzi, Miriam, Trabucco, Virgilio, Riccio, Maria Pia, Bravaccio, Carmela
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2023
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.
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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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