Published on in Vol 18 , No 2 (2016) :February

Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial

Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial

Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial

Journals

  1. Peñuelas-Calvo I, Jiang-Lin L, Girela-Serrano B, Delgado-Gomez D, Navarro-Jimenez R, Baca-Garcia E, Porras-Segovia A. Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review. European Child & Adolescent Psychiatry 2022;31(1):5 View
  2. Brigden A, Anderson E, Linney C, Morris R, Parslow R, Serafimova T, Smith L, Briggs E, Loades M, Crawley E. Digital Behavior Change Interventions for Younger Children With Chronic Health Conditions: Systematic Review. Journal of Medical Internet Research 2020;22(7):e16924 View
  3. Powell L, Parker J, Harpin V, Mawson S. Guideline Development for Technological Interventions for Children and Young People to Self-Manage Attention Deficit Hyperactivity Disorder: Realist Evaluation. Journal of Medical Internet Research 2019;21(4):e12831 View
  4. Abraham O, Feathers A, Grieve L, Babichenko D. Developing and piloting a serious game to educate children about over‐the‐counter medication safety. Journal of Pharmaceutical Health Services Research 2019;10(2):235 View
  5. Zayeni D, Raynaud J, Revet A. Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review. Frontiers in Psychiatry 2020;11 View
  6. David O, Cardoș R, Matu S. Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial. European Child & Adolescent Psychiatry 2019;28(1):111 View
  7. Matthyssens L, Vanhulle A, Seldenslach L, Vander Stichele G, Coppens M, Van Hoecke E. A pilot study of the effectiveness of a serious game CliniPup® on perioperative anxiety and pain in children. Journal of Pediatric Surgery 2020;55(2):304 View
  8. Khan K, Hall C, Davies E, Hollis C, Glazebrook C. The Effectiveness of Web-Based Interventions Delivered to Children and Young People With Neurodevelopmental Disorders: Systematic Review and Meta-Analysis. Journal of Medical Internet Research 2019;21(11):e13478 View
  9. Buitelaar J. Optimising treatment strategies for ADHD in adolescence to minimise ‘lost in transition’ to adulthood. Epidemiology and Psychiatric Sciences 2017;26(5):448 View
  10. Cahill S, Egan B, Seber J. Activity- and Occupation-Based Interventions to Support Mental Health, Positive Behavior, and Social Participation for Children and Youth: A Systematic Review. The American Journal of Occupational Therapy 2020;74(2):7402180020p1 View
  11. Valentine A, Brown B, Groom M, Young E, Hollis C, Hall C. A systematic review evaluating the implementation of technologies to assess, monitor and treat neurodevelopmental disorders: A map of the current evidence. Clinical Psychology Review 2020;80:101870 View
  12. Song H. Clinical Psychology in the Age of in the new technology : focusing on the recent studies trends. The Korean Journal of Psychology: General 2019;38(4):549 View
  13. Wang C, Yu G. Investigating the Relationship Between Eye Movement and Brain Wave Activity Using Video Games: Pilot Study. JMIR Serious Games 2018;6(3):e16 View
  14. Sort A, Khazaal Y. Six Tips on How to Bring Epic Wins to Health Care. Frontiers in Psychiatry 2017;8 View
  15. Storebø O, Elmose Andersen M, Skoog M, Joost Hansen S, Simonsen E, Pedersen N, Tendal B, Callesen H, Faltinsen E, Gluud C. Social skills training for attention deficit hyperactivity disorder (ADHD) in children aged 5 to 18 years. Cochrane Database of Systematic Reviews 2019;2019(6) View
  16. Powell L, Parker J, Harpin V. What is the level of evidence for the use of currently available technologies in facilitating the self-management of difficulties associated with ADHD in children and young people? A systematic review. European Child & Adolescent Psychiatry 2018;27(11):1391 View
  17. Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565 View
  18. Cahill S, Beisbier S. Occupational Therapy Practice Guidelines for Children and Youth Ages 5–21 Years. The American Journal of Occupational Therapy 2020;74(4):7404397010p1 View
  19. Evans S, Owens J, Wymbs B, Ray A. Evidence-Based Psychosocial Treatments for Children and Adolescents With Attention Deficit/Hyperactivity Disorder. Journal of Clinical Child & Adolescent Psychology 2018;47(2):157 View
  20. Thorens G, Billieux J, Megevand P, Zullino D, Rothen S, Achab S, Khazaal Y. Capitalizing upon the Attractive and Addictive Properties of Massively Multiplayer Online Role-Playing Games to Promote Wellbeing. Frontiers in Psychiatry 2016;7 View
  21. Cerezo E, Coma T, Blasco-Serrano A, Bonillo C, Garrido M, Baldassarri S. Guidelines to design tangible tabletop activities for children with attention deficit hyperactivity disorder. International Journal of Human-Computer Studies 2019;126:26 View
  22. Buffel C, van Aalst J, Bangels A, Toelen J, Allegaert K, Verschueren S, Vander Stichele G. A Web-Based Serious Game for Health to Reduce Perioperative Anxiety and Pain in Children (CliniPup): Pilot Randomized Controlled Trial. JMIR Serious Games 2019;7(2):e12431 View
  23. Verschueren S, van Aalst J, Bangels A, Toelen J, Allegaert K, Buffel C, Vander Stichele G. Development of CliniPup, a Serious Game Aimed at Reducing Perioperative Anxiety and Pain in Children: Mixed Methods Study. JMIR Serious Games 2019;7(2):e12429 View
  24. Grace-Farfaglia P. Social Cognitive Theories and Electronic Health Design: Scoping Review. JMIR Human Factors 2019;6(3):e11544 View
  25. Guan Lim C, Lim-Ashworth N, Fung D. Updates in technology-based interventions for attention deficit hyperactivity disorder. Current Opinion in Psychiatry 2020;33(6):577 View
  26. Al-shammari M, Gao T, Mohammed R, Zhou S. Attention enhancement system for college students with brain biofeedback signals based on virtual reality. Multimedia Tools and Applications 2022;81(14):19097 View
  27. Cibrian F, Hayes G, Lakes K. Research Advances in ADHD and Technology. Synthesis Lectures on Assistive, Rehabilitative, and Health-Preserving Technologies 2020;9(3):i View
  28. Romero-Ayuso D, Toledano-González A, Rodríguez-Martínez M, Arroyo-Castillo P, Triviño-Juárez J, González P, Ariza-Vega P, Del Pino González A, Segura-Fragoso A. Effectiveness of Virtual Reality-Based Interventions for Children and Adolescents with ADHD: A Systematic Review and Meta-Analysis. Children 2021;8(2):70 View
  29. Ammannato G, Chiesi F. Playing With Networks. European Journal of Psychological Assessment 2020;36(6):973 View
  30. Vajawat B, Varshney P, Banerjee D. Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges. Psychiatry Research 2021;295:113585 View
  31. Rodrigo-Yanguas M, Martin-Moratinos M, Menendez-Garcia A, Gonzalez-Tardon C, Royuela A, Blasco-Fontecilla H. A Virtual Reality Game (The Secret Trail of Moon) for Treating Attention-Deficit/Hyperactivity Disorder: Development and Usability Study. JMIR Serious Games 2021;9(3):e26824 View
  32. DAWI N, KUCA K, KREJCAR O, NAMAZI H. COMPLEXITY AND MEMORY-BASED COMPARISON OF THE BRAIN ACTIVITY BETWEEN ADHD AND HEALTHY SUBJECTS WHILE PLAYING A SERIOUS GAME. Fractals 2021;29(05):2150202 View
  33. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  34. Schena A, Garotti R, D’Alise D, Giugliano S, Polizzi M, Trabucco V, Riccio M, Bravaccio C. 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. International Journal of Environmental Research and Public Health 2023;20(4):3414 View
  35. Wang Y, Wang Z, Liu G, Wang Z, Wang Q, Yan Y, Wang J, Zhu Y, Gao W, Kan X, Zhang Z, Jia L, Pang X. Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis. Frontiers in Public Health 2022;10 View
  36. Cibrian F, Monteiro E, Schuck S, Nelson M, Hayes G, Lakes K. Interdisciplinary Tensions When Developing Digital Interventions Supporting Individuals With ADHD. Frontiers in Digital Health 2022;4 View
  37. Cunha F, Campos S, Simões-Silva V, Brugada-Ramentol V, Sá-Moura B, Jalali H, Bozorgzadeh A, Trigueiro M. The effect of a virtual reality based intervention on processing speed and working memory in individuals with ADHD—A pilot-study. Frontiers in Virtual Reality 2023;4 View
  38. Robledo-Castro C, Castillo-Ossa L, Corchado J. Artificial Cognitive Systems Applied in Executive Function Stimulation and Rehabilitation Programs: A Systematic Review. Arabian Journal for Science and Engineering 2023;48(2):2399 View
  39. Lelong M, Zysset A, Nievergelt M, Luder R, Götz U, Schulze C, Wieber F. How effective is fine motor training in children with ADHD? A scoping review. BMC Pediatrics 2021;21(1) View
  40. Ogourtsova T, Boychuck Z, O’Donnell M, Ahmed S, Osman G, Majnemer A. Telerehabilitation for Children and Youth with Developmental Disabilities and Their Families: A Systematic Review. Physical & Occupational Therapy In Pediatrics 2023;43(2):129 View
  41. McGowan E, Alcott L. The potential for using video games to teach geoscience: learning about the geology and geomorphology of Hokkaido (Japan) from playing Pokémon Legends: Arceus. Geoscience Communication 2022;5(4):325 View
  42. Guala M, Bul K, Skårderud F, Søgaard Nielsen A. A Serious Game for Patients With Eating Disorders (Maze Out): Pilot User Experience and Acceptance Study. JMIR Formative Research 2023;7:e40594 View
  43. Rodrigo-Yanguas M, González-Tardón C, Bella-Fernández M, Blasco-Fontecilla H. Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review. Frontiers in Psychiatry 2022;13 View
  44. Schaeffer C, Dimeff L, Koerner K, Chung J, Kelley-Brimer A, Kako N, Ilac M, Tuerk E, Carroll D, Beadnell B. A Smartphone App for Parental Management of Adolescent Conduct Problems: Randomized Clinical Trial of iKinnect. Journal of Clinical Child & Adolescent Psychology 2022:1 View
  45. Corrigan N, Păsărelu C, Voinescu A. Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis. Virtual Reality 2023 View
  46. Dewhirst A, Laugharne R, Shankar R. Therapeutic use of serious games in mental health: scoping review. BJPsych Open 2022;8(2) View
  47. Khabiri F, Zandvanian A, Barzegar K, Jukar S, Akrami L. Investigating the Efficacy of Game on Improving Visual Attention and Spelling Performance of Male and Female Students with Special Learning Disabilities. Iranian Evolutionary and Educational Psychology 2022;4(3):478 View
  48. Lakes K, Cibrian F, Schuck S, Nelson M, Hayes G. Digital health interventions for youth with ADHD: A mapping review. Computers in Human Behavior Reports 2022;6:100174 View
  49. Robledo-Castro C, Castillo-Ossa L, Hederich-Martínez C. Effects of a computational thinking intervention program on executive functions in children aged 10 to 11. International Journal of Child-Computer Interaction 2023;35:100563 View
  50. Ducharme P, Kahn J, Vaudreuil C, Gusman M, Waber D, Ross A, Rotenberg A, Rober A, Kimball K, Peechatka A, Gonzalez-Heydrich J. A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training. Frontiers in Psychiatry 2021;12 View
  51. Xie H. A scoping review of gamification for mental health in children: Uncovering its key features and impact. Archives of Psychiatric Nursing 2022;41:132 View
  52. Vacca R, Augello A, Gallo L, Caggianese G, Malizia V, La Grutta S, Murero M, Valenti D, Tullo A, Balech B, Marzano F, Ghezzo A, Tancredi G, Turchetta A, Riccio M, Bravaccio C, Scala I. Serious Games in the new era of digital-health interventions: A narrative review of their therapeutic applications to manage neurobehavior in neurodevelopmental disorders. Neuroscience & Biobehavioral Reviews 2023;149:105156 View
  53. Rodrigo-Yanguas M, Martín-Moratinos M, González-Tardón C, Sanchez-Sanchez F, Royuela A, Bella-Fernández M, Blasco-Fontecilla H. Effectiveness of a Personalized, Chess-Based Training Serious Video Game in the Treatment of Adolescents and Young Adults With Attention-Deficit/Hyperactivity Disorder: Randomized Controlled Trial. JMIR Serious Games 2023;11:e39874 View

Books/Policy Documents

  1. Barba M, Covino A, De Luca V, De Paolis L, D’Errico G, Di Bitonto P, Di Gestore S, Magliaro S, Nunnari F, Paladini G, Potenza A, Schena A. Augmented Reality, Virtual Reality, and Computer Graphics. View
  2. Martin C, Hoza B. Handbook of Evidence-Based Therapies for Children and Adolescents. View
  3. Crepaldi M, Colombo V, Baldassini D, Mottura S, Antonietti A. Virtual Reality and Augmented Reality. View
  4. Owens J, Hustus C, Everly E, Evans S, Margherio S. Comprehensive Clinical Psychology. View
  5. de Vries M, Kenworthy L, Dovis S, Geurts H. Cognitive Training. View
  6. Eldib A, Efstratopoulou M, Elhoweris H. Technology-Supported Interventions for Students With Special Needs in the 21st Century. View