ADHDCoach—a virtual clinic for parents of children with ADHD: Development and usability study DOI Creative Commons
Costina Ruxandra Păsărelu, Daniel David, Anca Dobrean

и другие.

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.

Язык: Английский

Cybersickness in Virtual Reality: The Role of Individual Differences, Its Effects on Cognitive Functions and Motor Skills, and Intensity Differences during and after Immersion DOI Creative Commons
Panagiotis Kourtesis,

Agapi Papadopoulou,

Πέτρος Ρούσσος

и другие.

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.

Язык: Английский

Процитировано

24

Current virtual reality-based rehabilitation interventions in neuro-developmental disorders at developmental ages DOI Creative Commons
Micaela Capobianco, Concetto Puzzo, Matteo Carandini

и другие.

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.

Язык: Английский

Процитировано

2

The Trail Making Test in Virtual Reality (TMT-VR): Examination of the Ecological Validity, Usability, Acceptability, and User Experience in Adults with ADHD DOI Creative Commons

Katerina Alkisti Gounari,

Evgenia Giatzoglou,

Ryan Kemm

и другие.

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.

Язык: Английский

Процитировано

1

VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence DOI Creative Commons
Eleni Mitsea, Athanasios Drigas,

Charalabos Skianis

и другие.

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.

Язык: Английский

Процитировано

22

A Comprehensive Review of Multimodal XR Applications, Risks, and Ethical Challenges in the Metaverse DOI Creative Commons
Panagiotis Kourtesis

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.

Язык: Английский

Процитировано

7

The effect of digital interventions on attention deficit hyperactivity disorder (ADHD): A meta-analysis of randomized controlled trials DOI
Xin Liu,

Yawen Yang,

Zhiyu Ye

и другие.

Journal of Affective Disorders, Год журнала: 2024, Номер 365, С. 563 - 577

Опубликована: Авг. 25, 2024

Язык: Английский

Процитировано

5

Serious Games for the Treatment of Children with ADHD: The BRAVO Project DOI Creative Commons
Valerio De Luca,

Annamaria Schena,

Attilio Covino

и другие.

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.

Язык: Английский

Процитировано

4

Virtual reality in functional neurological disorder: a theoretical framework and research agenda for use in the real world DOI Creative Commons

D Brouwer,

Hamilton Morrin, Timothy R. Nicholson

и другие.

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

Язык: Английский

Процитировано

3

Evaluating virtual reality technology in psychotherapy: impacts on anxiety, depression, and ADHD DOI Creative Commons
Peng Wang, Xiaowen Ai, X Q Zhang

и другие.

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.

Язык: Английский

Процитировано

3

Cybersickness in Virtual Reality: The Role of Individual Differences, Its Effects on Cognitive Functions and Motor Skills, and Intensity Differences during and after Immersion DOI Open Access
Panagiotis Kourtesis,

Agapi Papadopoulou,

Πέτρος Ρούσσος

и другие.

Опубликована: Янв. 5, 2025

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 Figures 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.

Язык: Английский

Процитировано

0