Related Experiment Video
Updated: Jul 1, 2026

Using Brain Activation (nir-HEG/Q-EEG) and Execution Measures (CPTs) in a ADHD Assessment Protocol
Published on: April 1, 2018
The effectiveness of virtual reality gamification on improving visual function of children with attention deficit
Hui-Ying Kuo1,2, Hsin-Hui Lu3,4, Zih-Syuan Chan1
1Department of Optometry, Chung Shan Medical University, Taichung, Taiwan.
Clinical Relevance:
Virtual Reality (VR) gamification has the potential to improve the visual function of children with attention deficit hyperactivity disorder (ADHD).
Background:
To assess the relationship between visual function and the impact of using VR gamification in training children with ADHD compared to controls.
Methods:
Sixty participants aged between 6 and 13 years completed a series of visual function tests and the Convergence Insufficiency Symptom Survey (CISS). Seventeen participants with ADHD were introduced to VR gamification and pre-and post-training outcomes were compared.
Results:
The ADHD group demonstrated significant reduced accommodative facility (p = 0.015) and obtained higher CISS scores (p < 0.001). After 12 weeks of VR gamification training, a significant improvement was observed in the near point of convergence (NPC) (p = 0.039), along with a greater proportion of orthophoria.
Conclusions:
This is the first study to utilize VR gamification as a training method for children with ADHD. While improvements in NPC and orthophoria were observed, other aspects of visual function remained largely unchanged. Further research is warranted to explore the long-term effects of this novel intervention.

