Enhancing effects of exercise and neurofeedback: A systematic review and meta-analysis of computer game-based interventions for pediatric ADHD

被引:0
|
作者
Hamada, Takehiko [1 ]
Seki, Masaki [2 ,3 ]
Nango, Eishu [4 ,5 ,6 ]
Shibata, Taro [7 ]
Imai, Shinya [6 ]
Miyata, Toshio [6 ]
机构
[1] Waseda Univ, Waseda Res Inst Sci & Engn, 3-4-1 Okubo,Shinjuku Ku, Tokyo 1698555, Japan
[2] Okute Hosp, 121 Okutecho, Mizunami, Gifu 5096471, Japan
[3] Dokkyo Med Univ, Grad Sch Med, 880 Kitakobayashi, Shimotsuga, Tochigi 3210293, Japan
[4] Seibo Int Catholic Hosp, Dept Family Med, 2-5-1 Nakaochiai,Shinjuku Ku, Tokyo 1618521, Japan
[5] Cochrane Japan, 10-1 Akashi Cho,Chuo Ku, Tokyo 1040044, Japan
[6] Waseda Univ, Ctr Adv Biomed Sci, Grad Sch Adv Sci & Engn, 2-2 Wakamatsu Cho,Shinjuku Ku, Tokyo 1628480, Japan
[7] Natl Canc Ctr, Ctr Res Adm & Support, Biostat Div, 5-1-1 Tsukiji,Chuo Ku, Tokyo 1040045, Japan
关键词
ADHD; Computer game-based intervention; Serious Games; Pediatric ADHD treatment; Physical exercise; Virtual reality; Neurofeedback; Meta-analysis; Meta-regression; ATTENTION-DEFICIT/HYPERACTIVITY DISORDER; DEFICIT-HYPERACTIVITY DISORDER; SCHOOL-AGE-CHILDREN; PHYSICAL-ACTIVITY; WORKING-MEMORY; VIDEO GAMES; SLEEP; TRIAL; EEG; ADOLESCENTS;
D O I
10.1016/j.psychres.2025.116447
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
Objective: While numerous reviews examine digital interventions, including computer game-based, evidence regarding their effectiveness for ADHD symptoms remains mixed. Focusing on computer game-based interventions, this study aims to identify specific intervention features and trial-related factors that influence outcomes in pediatric ADHD symptoms through a systematic review and meta-analysis of randomized controlled trials. Methods: Comprehensive literature searches were conducted in Web of Science, PubMed and PsycINFO. The certainty of evidence was assessed using the Grading of Recommendations Assessment, Development, and Evaluation (GRADE) approach. Results: Seventeen studies were included. Beyond common game characteristics, some interventions incorporated additional elements-such as neurofeedback, physical exercise via virtual reality (VR) and social components-allowing subgroup analyses. The neurofeedback subgroup showed the largest effect size (standardized mean difference (SMD)=-0.51, 95 % confidence interval (CI) [-0.88, -0.15], heterogeneity index (I-2)=45.85 %, p < 0.05, very low certainty of evidence), followed by the physical exercise/VR subgroup (SMD=-0.40, 95 %CI [-0.76, -0.04], I-2=0.00 %, p < 0.05, very low certainty of evidence). Other subgroups, including those with social components or without additional elements, did not show significant effect sizes. The physical exercise/VR subgroup demonstrated small-to-medium effect sizes in both inattention and hyperactivity/impulsivity subscales, whereas the neurofeedback subgroup showed similar effects only in inattention. Trial-level factors, including participant demographics and intervention duration, showed no significant relationship with SMD in meta-regression. Conclusion: Although inconclusive, synergizing with game dynamics, neurofeedback and physical exercise/VR may enhance effectiveness of computer game-based interventions in addressing pediatric ADHD symptoms. Particularly, interventions with physical exercise/VR have potential to address both inattention and hyperactivity/impulsivity.
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页数:13
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