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Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial.
Bul, Kim C M; Kato, Pamela M; Van der Oord, Saskia; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; Van Den Heuvel, Ria; Birnie, Derk; Van Amelsvoort, Thérèse A M J; Franken, Ingmar H A; Maras, Athanasios.
Afiliación
  • Bul KC; Yulius Academy, Yulius Mental Health Care Organization, Barendrecht, Netherlands. k.bul@yulius.nl.
J Med Internet Res ; 18(2): e26, 2016 Feb 16.
Article en En | MEDLINE | ID: mdl-26883052
ABSTRACT

BACKGROUND:

The need for accessible and motivating treatment approaches within mental health has led to the development of an Internet-based serious game intervention (called "Plan-It Commander") as an adjunct to treatment as usual for children with attention-deficit/hyperactivity disorder (ADHD).

OBJECTIVE:

The aim was to determine the effects of Plan-It Commander on daily life skills of children with ADHD in a multisite randomized controlled crossover open-label trial.

METHODS:

Participants (N=170) in this 20-week trial had a diagnosis of ADHD and ranged in age from 8 to 12 years (male 80.6%, 137/170; female 19.4%, 33/170). They were randomized to a serious game intervention group (group 1; n=88) or a treatment-as-usual crossover group (group 2; n=82). Participants randomized to group 1 received a serious game intervention in addition to treatment as usual for the first 10 weeks and then received treatment as usual for the next 10 weeks. Participants randomized to group 2 received treatment as usual for the first 10 weeks and crossed over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks. Primary (parent report) and secondary (parent, teacher, and child self-report) outcome measures were administered at baseline, 10 weeks, and 10-week follow-up.

RESULTS:

After 10 weeks, participants in group 1 compared to group 2 achieved significantly greater improvements on the primary outcome of time management skills (parent-reported; P=.004) and on secondary outcomes of the social skill of responsibility (parent-reported; P=.04), and working memory (parent-reported; P=.02). Parents and teachers reported that total social skills improved over time within groups, whereas effects on total social skills and teacher-reported planning/organizing skills were nonsignificant between groups. Within group 1, positive effects were maintained or further improved in the last 10 weeks of the study. Participants in group 2, who played the serious game during the second period of the study (weeks 10 to 20), improved on comparable domains of daily life functioning over time.

CONCLUSIONS:

Plan-It Commander offers an effective therapeutic approach as an adjunct intervention to traditional therapeutic ADHD approaches that improve functional outcomes in daily life. TRIAL REGISTRATION International Standard Randomized Controlled Trial Number (ISRCTN) 62056259; http//www.controlled-trials.com/ISRCTN62056259 (Archived by WebCite at http//www.webcitation.org/6eNsiTDJV).
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Texto completo: 1 Colección: 01-internacional Banco de datos: MEDLINE Asunto principal: Trastorno por Déficit de Atención con Hiperactividad / Juegos de Video Tipo de estudio: Clinical_trials Límite: Child / Female / Humans / Male Idioma: En Revista: J Med Internet Res Asunto de la revista: INFORMATICA MEDICA Año: 2016 Tipo del documento: Article País de afiliación: Países Bajos

Texto completo: 1 Colección: 01-internacional Banco de datos: MEDLINE Asunto principal: Trastorno por Déficit de Atención con Hiperactividad / Juegos de Video Tipo de estudio: Clinical_trials Límite: Child / Female / Humans / Male Idioma: En Revista: J Med Internet Res Asunto de la revista: INFORMATICA MEDICA Año: 2016 Tipo del documento: Article País de afiliación: Países Bajos