基于游戏的个性化内容和性能:对ADHD儿童数字干预的试点研究
Seon-Chil Kim1, Jeong-Heon Song2, Na-Yeong Kong3
1Department of Biomedical Engineering, School of Medicine, Keimyung University, 1095 Dalgubeol-daero, Daegu 42601, Republic of Korea.
Bioengineering (Basel, Switzerland)
|January 8, 2025
概括
针对注意力缺陷多动症 (ADHD) 的移动游戏干预措施应优先考虑治疗目标,而不是闪闪发光的视觉或困难. 享受和感知的困难显著影响表现,但与ADHD儿童的参与度量并没有直接相关.
科学领域:
- 儿科 儿科 儿科
- 心理学 心理学 心理学
- 数字健康数字健康
背景情况:
- 基于移动的数字干预越来越多地用于注意力缺陷多动障碍 (ADHD).
- 了解用户的情绪反应,如享受和感知困难,对于有效的ADHD数字干预至关重要.
- 需要研究这些因素如何影响ADHD儿童基于游戏的数字内容的表现.
研究的目的:
- 在基于游戏的数字干预中,检查感知到的困难和乐趣对ADHD儿童的表现的影响.
- 分析情绪反应和难度调整如何影响这一群体的内容操纵能力.
主要方法:
- 对被诊断患有多动症的儿童进行了相关性分析.
- 分析的关键变量包括正确率,决策时间,难度,触摸时间和时间限制.
- 当参与者参与基于游戏的数字内容时,收集了数据.
主要成果:
- 享受水平在正确率 (p=0.0040),决策时间 (p=0.0302),难度 (p<0.0001) 和触摸时间 (p=0.0249) 中显示出统计学上显著的差异.
- 难度水平还显示了正确率 (p=0.0011),决策时间 (p=0.0158) 和难度 (p<0.0001) 的显著差异.
- 参与度指标 (正确率,决策时间等) 之间没有发现显著的相关性. 和享受或难度等级.
结论:
- 对患有多动症儿童的数字干预应专注于核心治疗目标.
- 通过闪闪发光的视觉或难度调整来提高人们的兴趣可能不是最有效的策略.
- 需要进一步的研究来探索心理状态和ADHD数字内容中的表现之间的关系.
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