Digital Health,
Год журнала:
2023,
Номер
9, С. 205520762311619 - 205520762311619
Опубликована: Янв. 1, 2023
Attention-deficit/
hyperactivity
disorder
(ADHD)
is
one
of
the
most
common
mental
health
problems
in
childhood.
Despite
fact
that
evidence-based
treatments
exist,
behavioral
parent
training
programs
are
gold
standard
care
children
with
ADHD,
a
significant
percentage
parents
ADHD
do
not
access
such
interventions.
Internet-delivered
interventions
effective
for
range
problems,
however,
there
limited
research
conducted
on
efficacy
treatment
ADHD.
Objective:
The
aim
this
study
to
present
development
and
feasibility
an
intervention
Methods:
was
based
Behavioral
Parent
Training
Rational
Emotive
Behavior
Therapy.
Participants
were
specialists
(N
=
16)
diagnosed
24).
Results:
Our
results
indicated
high
usability
parental
satisfaction
intervention.
Conclusion:
In
conclusion,
addressed
promising
approach.
Future
should
investigate
randomized
controlled
trial.
Virtual Worlds,
Год журнала:
2024,
Номер
3(1), С. 62 - 93
Опубликована: Фев. 2, 2024
Background:
Given
that
VR
is
used
in
multiple
domains,
understanding
the
effects
of
cybersickness
on
human
cognition
and
motor
skills
factors
contributing
to
becoming
increasing
important.
This
study
aimed
explore
predictors
its
interplay
with
cognitive
skills.
Methods:
30
participants,
20–45
years
old,
completed
MSSQ
CSQ-VR,
were
immersed
VR.
During
immersion,
they
exposed
a
roller
coaster
ride.
Before
after
ride,
participants
responded
CSQ-VR
performed
VR-based
psychomotor
tasks.
After
session,
again.
Results:
Motion
sickness
susceptibility,
during
adulthood,
was
most
prominent
predictor
cybersickness.
Pupil
dilation
emerged
as
significant
Experience
videogaming
cognitive/motor
functions.
Cybersickness
negatively
affected
visuospatial
working
memory
Overall
intensity
cybersickness’s
nausea
vestibular
symptoms
significantly
decreased
removing
headset.
Conclusions:
In
order
importance,
motion
susceptibility
gaming
experience
are
appears
be
biomarker.
affects
Concerning
user
experience,
performance
should
examined
not
immersion.
Frontiers in Behavioral Neuroscience,
Год журнала:
2025,
Номер
18
Опубликована: Янв. 15, 2025
This
mini-review
examines
the
available
papers
about
virtual
reality
(VR)
as
a
tool
for
diagnosis
or
therapy
of
neurodevelopmental
disorders,
focusing
on
Attention
Deficit
Hyperactivity
Disorder
(ADHD),
Autism
Spectrum
(ASD),
and
Specific
Learning
Disorders
(SLD).
Through
search
literature,
we
selected
62
studies
published
between
1998
2024.
After
exclusion
criteria,
our
synoptic
table
includes
32
ADHD
(17
were
diagnostic
evaluation
15
therapeutic
interventions),
2
pure
ASD,
SLD.
These
cover
total
8,139
participants
with
(ages
3-19),
458
ASD
4-19),
162
SLD
7-11).
Results
show
that
VR
offers
high
ecological
validity
enables
improvements
in
cognitive
social
skills.
Specifically,
individuals
ADHD,
showed
benefits
attention
executive
function,
optimal
results
when
combined
pharmacological
treatments.
For
kids,
proved
effective
enhancing
skills
emotional
regulation
through
personalized
scenarios.
However,
literature
remains
limited,
suggesting
an
evolving
area
research.
Despite
limitations
related
to
small
sample
sizes
technology
costs,
presents
promising
outlook
clinical
intervention
neuro-developmental
supporting
enhanced
safe
controlled
environment.
We
conclude
both
immersive
non-immersive
represents
valuable
supplement
traditional
therapies,
allowing
approaches.
Psychiatry International,
Год журнала:
2025,
Номер
6(1), С. 31 - 31
Опубликована: Март 11, 2025
Background:
Virtual
Reality
(VR)
is
transforming
neuropsychological
assessment
by
providing
immersive
environments
that
closely
replicate
real-world
conditions.
This
study
presents
the
Trail
Making
Test
in
VR
(TMT-VR),
a
novel
adaptation
of
traditional
TMT,
aimed
at
evaluating
cognitive
functions
adults
with
Attention
Deficit
Hyperactivity
Disorder
(ADHD).
We
examined
ecological
validity,
convergent
usability,
and
user
experience
TMT-VR
compared
to
version.
Methods:
Fifty-three
(18–40
years
old),
including
25
ADHD
28
neurotypical
controls,
completed
both
versions
TMT.
The
participants
also
provided
feedback
on
via
standardized
questionnaires.
Results:
statistical
analyses
demonstrated
significant
positive
correlation
between
scores
TMT
symptomatology
as
measured
Adult
Self-Report
Scale,
confirming
TMT-VR’s
validity.
High
usability
ratings
indicated
strong
acceptability
platform.
Notably,
group
exhibited
greater
performance
differences
environment,
suggesting
may
more
effectively
capture
challenges.
Conclusions:
These
findings
suggest
valid,
engaging,
ecologically
valid
tool
for
other
clinical
populations,
offering
enhanced
insights
over
methods.
Education Sciences,
Год журнала:
2023,
Номер
13(7), С. 639 - 639
Опубликована: Июнь 22, 2023
Inclusion,
equality,
and
well-being
for
all,
especially
people
with
special
needs
disabilities,
is
globally
recognized
as
a
priority.
At
the
same
time,
there
an
urgent
need
to
create
digital
training
environments
educational
disabilities
(SEND).
Virtual
reality
(VR)
gaming
technologies
have
entered
race
at
full
speed
skills
training.
Despite
significant
research
on
each
of
these
technologies,
still
limited
knowledge
about
effectiveness
virtual
games
(VRGs)
in
targeted
groups
such
those
SEND.
Thus,
current
systematic
review
paper
aims
investigate
intervention
strategy
meta-skills
among
neurodevelopmental,
cognitive
disorders,
learning
difficulties.
The
PRISMA
2020
methodology
was
used
respond
objective
questions.
This
study
also
emphasizes
mediating
role
motivations,
metacognition,
emotional
intelligence
important
assets
development.
database
search
generated
1100
records,
26
studies
met
inclusion
criteria.
concludes
that
VRGs
potential
support
SEND
terms
raising
motivation
developing
metacognitive
skills,
well
needed
inclusion,
accomplishment,
independent
life,
personal
well-being.
As
observed,
provided
subjects
positive
experiences,
allowing
them
internalize
motivations
and—with
less
effort—develop
self-motivated,
self-regulated,
flexible
behaviors.
Multimodal Technologies and Interaction,
Год журнала:
2024,
Номер
8(11), С. 98 - 98
Опубликована: Ноя. 6, 2024
This
scoping
review
examines
the
broad
applications,
risks,
and
ethical
challenges
associated
with
Extended
Reality
(XR)
technologies,
including
Virtual
(VR),
Augmented
(AR),
Mixed
(MR),
within
context
of
Metaverse.
XR
is
revolutionizing
fields
such
as
immersive
learning
in
education,
medical
professional
training,
neuropsychological
assessment,
therapeutic
interventions,
arts,
entertainment,
retail,
e-commerce,
remote
work,
sports,
architecture,
urban
planning,
cultural
heritage
preservation.
The
integration
multimodal
technologies
haptics,
eye-tracking,
face-
body-tracking,
brain-computer
interfaces,
enhances
user
engagement
interactivity,
playing
a
key
role
shaping
experiences
However,
XR's
expansion
raises
serious
concerns,
data
privacy
cybersecurity
vulnerabilities,
cybersickness,
addiction,
dissociation,
harassment,
bullying,
misinformation.
These
psychological,
social,
security
are
further
complicated
by
intense
advertising,
manipulation
public
opinion,
social
inequality,
which
could
disproportionately
affect
vulnerable
individuals
groups.
emphasizes
urgent
need
for
robust
frameworks
regulatory
guidelines
to
address
these
risks
while
promoting
equitable
access,
privacy,
autonomy,
mental
well-being.
As
increasingly
integrate
artificial
intelligence,
responsible
governance
essential
ensure
safe
beneficial
development
Metaverse
broader
application
enhancing
human
development.
Information Systems Frontiers,
Год журнала:
2024,
Номер
unknown
Опубликована: Янв. 18, 2024
Abstract
Children
affected
by
attention-deficit
hyperactivity
disorder
(ADHD)
exhibit
several
symptoms
characterized
inattention,
impulsivity
and
motor
that
impair
both
school
performance
everyday
life.
The
BRAVO
(Beyond
the
tReatment
of
Attention
deficit
hyperactiVity
disOrder)
project
dealt
with
development
serious
games
based
on
extended
reality
help
patients
improve
in
self-control,
respect
for
rules,
attention
concentration.
In
order
to
achieve
logopaedic
behavioural
educational
goals,
were
developed
concerning
three
different
categories:
Topological
Categories
,
Infinite
Runner
Planning
.
Experimental
tests
conducted
over
a
six-month
period
assessed
patients’
emotional
impact
games,
also
showing
general
improvement
cognitive
functions.
BMJ Neurology Open,
Год журнала:
2024,
Номер
6(2), С. e000622 - e000622
Опубликована: Июль 1, 2024
Functional
neurological
disorder
(FND)
is
a
common
and
disabling
condition
at
the
intersection
of
neurology
psychiatry.
Despite
remarkable
progress
over
recent
decades,
mechanisms
FND
are
still
poorly
understood
there
limited
diagnostic
tools
effective
treatments.
One
potentially
promising
treatment
modality
for
virtual
reality
(VR),
which
has
been
increasingly
applied
to
broad
range
conditions,
including
neuropsychiatric
disorders.
unique
features,
many
suggest
particular
relevance
for,
potential
efficacy
of,
VR
in
both
better
understanding
managing
disorder.
In
this
review,
we
describe
how
might
be
leveraged
diagnosis
(with
primary
focus
on
motor
persistent
perceptual-postural
dizziness
given
their
prominence
literature),
as
well
elucidation
neurocognitive
symptom
phenomenology.
First,
review
what
published
date
applications
related
We
then
discuss
hypothesised
mechanism(s)
underlying
FND,
focusing
features
that
most
relevant
applications.
Finally,
(1)
advancing
mechanistic
understanding,
specifically
sense
agency,
attention
suggestibility,
(2)
overcoming
challenges
(3)
developing
novel
modalities.
This
aims
develop
theoretical
foundation
research
agenda
use
applicable
or
adaptable
other
Frontiers in Psychiatry,
Год журнала:
2024,
Номер
15
Опубликована: Дек. 18, 2024
Mental
health
issues
pose
a
significant
challenge
for
medical
providers
and
the
general
public.
The
World
Health
Organization
predicts
that
by
2030,
mental
problems
will
become
leading
cause
of
global
disease
burden,
highlighting
urgent
need
effective
interventions.
Virtual
reality-cognitive
behavioral
therapy
(VR-CBT)
has
emerged
as
promising
treatment
neuropsychiatric
disorders,
offering
immersive
engaging
therapeutic
experiences.
first_pagesettingsOrder
Article
ReprintsOpen
AccessArticleCybersickness
in
Virtual
Reality:
The
Role
of
Individual
Differences,
Its
Effects
on
Cognitive
Functions
and
Motor
Skills,
Intensity
Differences
during
after
Immersionby
Panagiotis
Kourtesis
1,2,3,*ORCID,Agapi
Papadopoulou
1
andPetros
Roussos
1ORCID1Department
Psychology,
National
Kapodistrian
University
Athens,
15772
Greece2Department
American
College
Greece,
15342
Greece3Department
Edinburgh,
EH8
9YL
UK*Author
to
whom
correspondence
should
be
addressed.Virtual
Worlds
2024,
3(1),
62-93;
https://doi.org/10.3390/virtualworlds3010004Submission
received:
26
October
2023
/
Revised:
9
January
2024
Accepted:
Published:
2
February
2024Downloadkeyboard_arrow_down
Browse
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Versions
NotesAbstractBackground:
Given
that
VR
is
used
multiple
domains,
understanding
the
effects
cybersickness
human
cognition
motor
skills
factors
contributing
becoming
increasing
important.
This
study
aimed
explore
predictors
its
interplay
with
cognitive
skills.
Methods:
30
participants,
20–45
years
old,
completed
MSSQ
CSQ-VR,
were
immersed
VR.
During
immersion,
they
exposed
a
roller
coaster
ride.
Before
ride,
participants
responded
CSQ-VR
performed
VR-based
psychomotor
tasks.
After
session,
again.
Results:
Motion
sickness
susceptibility,
adulthood,
was
most
prominent
predictor
cybersickness.
Pupil
dilation
emerged
as
significant
Experience
videogaming
cognitive/motor
functions.
Cybersickness
negatively
affected
visuospatial
working
memory
Overall
intensity
cybersickness’s
nausea
vestibular
symptoms
significantly
decreased
removing
headset.
Conclusions:
In
order
importance,
motion
susceptibility
gaming
experience
are
appears
biomarker.
affects
Concerning
user
experience,
performance
examined
not
immersion.