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Empowering Social Growth Through Virtual Reality-Based Intervention for Children With Attention-Deficit/Hyperactivity

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Virtual reality (VR) social skills training significantly improved social skills and executive functions in children with ADHD compared to traditional methods. This study demonstrates VR

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Area of Science:

  • Pediatric Psychology
  • Neurodevelopmental Disorders
  • Digital Health Interventions

Background:

  • Attention-deficit/hyperactivity disorder (ADHD) often begins in childhood, leading to social functioning impairments.
  • Virtual reality (VR) is a potential tool for social skills training in children with ADHD.
  • Further research is needed to confirm VR's effectiveness in ADHD social skills interventions.

Purpose of the Study:

  • To assess the feasibility and effectiveness of VR-based social skills training for children with ADHD.
  • To compare VR training against traditional social skills training and a waitlist control group.

Main Methods:

  • A randomized controlled trial involved 90 children with ADHD (aged 6-12 years).
  • Participants received 3 weeks of 12 VR-based social skills training sessions, traditional social skills training, or were on a waitlist.
  • Outcomes were measured using clinical psychologist assessments, the Social Skills Improvement System Rating Scale, the Behavior Rating Inventory of Executive Function, and the Simulator Sickness Questionnaire.

Main Results:

  • VR training was feasible and acceptable for children with ADHD (aged 6-12).
  • Both VR and traditional training improved social skills and parent-rated self-control, initiative, and emotional control.
  • VR training showed superior results compared to traditional training in social skills and parent-rated self-control, initiative, and emotional control.

Conclusions:

  • VR-based social skills training is feasible and more effective than traditional methods for children with ADHD.
  • VR shows promise as a valuable tool for social skills interventions in children with ADHD.
  • Further research should investigate the long-term effects and generalizability of VR interventions.