Effectiveness of Virtual Reality-Based Interventions for Children and Adolescents with ADHD: A Systematic Review and Meta-Analysis
Abstract
:1. Introduction
2. Materials and Methods
2.1. Search Strategy
2.2. Selection of Studies
2.3. Data Extraction and Analysis
2.4. Summary Measures
2.5. Synthesis of Results (Statistical Analysis Plan)
2.6. Assessment of Risk of Bias in Individual Studies
2.7. Assessment of the Degree of Evidence of the Set of Studies
2.7.1. Risk of Bias of the Set of Studies
2.7.2. Heterogeneity
2.7.3. Indirect Evidence
2.7.4. Imprecision
2.7.5. Publication Bias
3. Results
3.1. Study Selection and Characteristics
3.2. Characteristics of the Studies Included in the Meta-Analysis
3.3. Interventions
3.4. Effect of the VR-Based Interventions on the Different Factors of Sustained Attention and Impulsivity in Children with ADHD
3.5. Degree of Evidence from the Set of Studies
3.5.1. Risk of Bias of Individual Studies
3.5.2. Heterogeneity
3.5.3. Indirect Evidence
3.5.4. Imprecision
3.5.5. Publication Bias
4. Discussion
4.1. Effect of VR-Based Interventions on Each Type of Outcome (Omissions, Commissions, Correct Hits, Reaction Time, Perceptual Sensitivity)
4.2. GRADE Quality of Evidence
4.2.1. Assessment of Risk of Bias in the Individual Studies
4.2.2. Assessment of Heterogeneity
4.2.3. Assessment of Indirect Measurement
4.2.4. Assessment of Imprecision
4.2.5. Assessment of Publication Bias
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Key Seach Terms | |
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Population | (ADHD OR attention deficit OR hyperactivity disorder) AND children |
Intervention | virtual reality OR virtual environment OR virtual rehabilitation OR augmented reality OR serious games |
Comparation | neurorehabilitation OR cognitive training OR cognitive therapy OR neuropsychological rehabilitation OR neuropsychological training OR neuropsychological therapy OR attention training |
Outcome | cognition OR attention OR sustained attention OR impulsivity OR cognitive impulsivity OR executive function |
Authors and Year | Title | Measures | Intervention: Experimental Group | Intervention: Comparison Group | Outcome/Results |
---|---|---|---|---|---|
Bioulac, S., Micoulad-Franchi, J.A., Maire, J., Bouvard, M.P., Rizzo, A.A., Sagaspe, P. & Philip, P. 2020 [23] | Virtual Remediation versus methylphenidate to improve distractibility in children with ADHD: A controlled randomized clinical trial study | ADHD-RS Symptom Inventory according to DSM-IV Continuous Performance Test (CPT) Virtual AULA (HMD) | The experimental group received VR-based intervention. No. of participants = 16 children with ADHD, between 7 and 11 years old, with Diagnosis according to DSM-IV; with an IQ > 85 and a Score > 28 on the ADHD-RS. No. of sessions = 12 Duration of sessions = 30 min, Frequency of sessions = 2 times a week Intervention period = 6 weeks Children were asked to detect letters while inhibiting various distractors (e.g., falling pencils, footsteps, intercom announcements, etc.) | Group with long-acting methylphenidate (QUASYM) No. of participants = 16 A clinical interview was conducted every two weeks for 8 weeks. The maximum dosage was 1 mg/Kg. Group with placebo psychotherapy training No. of participants = 16 Duration of sessions = 30 min Intervention period = 6–8 weeks, No. of sessions = 12 The intervention focused on attention, support and psychoeducation. | The children who received the VR-based intervention obtained higher performance in the tasks and tests of sustained attention both in the CPT and in the virtual AULA tests. After intervention, there were no differences in the number of omissions in the CPT between the VR-based intervention group and methylphenidate group (p = 0.03). There were differences due to commission errors between these two groups, being lower in VR-based intervention group (p = 0.001); The number of hits in the virtual classroom cognitive remediation group was significantly higher than in the psychotherapy group (p < 0.001). There were no differences in the number of commissions between the groups with psychotherapy and pharmacological treatment. In the CPT task, there were significant differences in the number of commissions between the virtual classroom cognitive rehabilitation group and the methylphenidate group (p = 0.05). No child in the VR-based intervention group reported adverse effects, such as cybersickness. |
Cho, et al., 2002 [24] | The Effect of Virtual Reality Cognitive Training for Attention Enhancement | Continuous Performance Test (CPT) | VR-based intervention group (HMD) No. of participants = 9 No. of sessions = 8 Duration of sessions = 20 min Intervention period = 2 weeks Treatment focuses on tasks of sustained, selective, divided or alternating attention, with different tasks where they have to stop an activity at a signal, as a flag, comparing objects and observe similarities, etc. | Group Non-VR No. of participants = 9 Cognitive rehabilitation similar to VR but using a computer Control group No. of participants = 9 They received no intervention | Perceptual sensitivity decreased in all groups, being higher and significant in the VR-based intervention group (p < 0.01). Only the response bias decreased in the VR-based intervention group (p < 0.01). Correct hits on the CPT was higher in the VR-based intervention group, although the differences were not statistically significant. |
Cho et al., 2004 [22] | Neurofeedback training with VR for inattention and impulsiveness | Continuous Performance Test CPT | VR-based intervention group (HMD) VE was a classroom No. of participants = 10 No. of sessions = 8 Duration of sessions = 20 min Intervention period = 2 weeks | Non-VR Group = 9 Cognitive rehabilitation similar to VR but using a computer. Control Group = 9 They received no intervention. | The VR-based intervention group improved the number of correct responses after the intervention (p < 0.001), decreased its reaction time (p < 0.001), the perceptual sensitivity (p < 0.01) and commissions (p < 0.05) after the intervention. Response bias increased in all groups (p < 0.001). The group that improved the most in the impulsivity parameters was the VR-based intervention one. |
Lee et al., 2001 [25] | A study on the system for treatment of ADHD using virtual reality | Continuous Performance Test (CPT) | VR-based intervention group HDM and tracking system with three EEG electrodes (Cz, grounded in the right and left ears). The EEG signal acquisition frequency was 256 Hz. They extracted the frequency parameters Delta (0.5–3 Hz), Theta (4–7 Hz), Alpha (8–12 Hz), SMR (12–15 Hz) and Beta (15–18 Hz). The data was updated every 0.5 s. No. of participants = 10 No. of sessions = 10 Duration of each session = 10 min Intervention period = 2 weeks When the child’s Beta threshold value increased (15–18 Hz), there was a small change in the virtual environment. The virtual task was centered on dinosaurs, where information about them was presented and then the child was asked to answer a series of questions about the information presented. | Control Group No. of participants = 10 They received no intervention | The VR-based intervention group showed a reduction of omissions and commissions versus the control group. The perceptual sensitivity decreased after VR-based intervention |
Global Effect | ||||||||
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No. Studies (Comparisons) | Risk of Bias | Inconsistency Heterogeneity | Indirect Evidence | Imprecision | Publication Bias | SMD (CI 95%) | Quality of Evidence | |
Omissions | 4 (7) | High (−1) | High (−1) | No (-) | No (-) | Low (-) | −1.38 (−2.2, −0.35) | Low |
Commissions | 4 (8) | High (−1) | Null | No (-) | No (-) | Low (-) | −0.62 (−1.01, −0.23) | Moderate |
Correct hits | 4 (7) | High (−1) | High (−1) | No (-) | No (-) | Low (-) | −1.50 (−2.53, −0.38) | Low |
Reaction time | 4 (5) | High (−1) | Low | No (-) | No (-) | Low (-) | −0.67 (−1.27, −0.07) | Moderate |
Perceptual sensitivity | 4 (5) | High (−1) | Moderate | No (-) | No (-) | Low (-) | −1.07 (−1.92, −0.22) | Moderate |
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Romero-Ayuso, D.; Toledano-González, A.; Rodríguez-Martínez, M.d.C.; Arroyo-Castillo, P.; Triviño-Juárez, J.M.; 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, 70. https://doi.org/10.3390/children8020070
Romero-Ayuso D, Toledano-González A, Rodríguez-Martínez MdC, Arroyo-Castillo P, Triviño-Juárez JM, 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. https://doi.org/10.3390/children8020070
Chicago/Turabian StyleRomero-Ayuso, Dulce, Abel Toledano-González, María del Carmen Rodríguez-Martínez, Palma Arroyo-Castillo, José Matías Triviño-Juárez, Pascual González, Patrocinio Ariza-Vega, Antonio Del Pino González, and Antonio Segura-Fragoso. 2021. "Effectiveness of Virtual Reality-Based Interventions for Children and Adolescents with ADHD: A Systematic Review and Meta-Analysis" Children 8, no. 2: 70. https://doi.org/10.3390/children8020070
APA StyleRomero-Ayuso, D., Toledano-González, A., Rodríguez-Martínez, M. d. C., Arroyo-Castillo, P., Triviño-Juárez, J. M., González, P., Ariza-Vega, P., Del Pino González, A., & Segura-Fragoso, A. (2021). Effectiveness of Virtual Reality-Based Interventions for Children and Adolescents with ADHD: A Systematic Review and Meta-Analysis. Children, 8(2), 70. https://doi.org/10.3390/children8020070