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Virtual reality interventions for attention deficit/hyperactivity disorder: a systematic review
Yujie Cao1,2, Leilei Ma1,2, Ningyu Liu1,2
1State Key Laboratory of Cognitive Neuroscience and Learning, Beijing Normal University, Beijing, China.
Virtual reality (VR) interventions show significant promise for managing attention-deficit/hyperactivity disorder (ADHD) in young people. Long-term VR use, especially interactive game training, effectively improves ADHD symptoms and related cognitive and social skills.
Area of Science:
- Neuroscience
- Pediatrics
- Psychology
Background:
- Attention-deficit/hyperactivity disorder (ADHD) presents significant challenges in children and adolescents.
- Virtual reality (VR) is an emerging technology for therapeutic interventions.
Purpose of the Study:
- To systematically review the efficacy of VR interventions for ADHD in children and adolescents.
- To evaluate VR's effectiveness alone or with pharmacological treatments.
- To assess different VR training modalities and dosage effects.
Main Methods:
- Systematic review of 22 studies (RCTs, quasi-experimental, open-label) from 2001-2025.
- Analysis of VR feasibility, effectiveness, training modalities, and dosage.
- Inclusion of studies on VR interventions for ADHD management.
Main Results:
- VR interventions significantly improve core ADHD symptoms, executive functions, emotional regulation, and social skills.
- Long-term interventions (≥8 weeks) yield more pronounced and sustained benefits.
- Interactive game training was the most studied modality, showing distinct effects.
Conclusions:
- VR interventions are a feasible and effective treatment for ADHD in youth, with high adherence rates.
- Longer intervention durations and specific modalities like interactive games enhance outcomes.
- Further large-scale RCTs with standardized measures are needed to optimize VR for ADHD.
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