Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/160226
Title: The use of mobile games in the management of patients with attention deficit hyperactive disorder: a scoping review
Authors: Jiang, Haowen
Natarajan, Rohit
Shuy, Yao Kang
Rong, Lim
Zhang, Melvyn Weibin
Vallabhajosyula, Ranganath
Keywords: Science::Medicine
Issue Date: 2022
Source: Jiang, H., Natarajan, R., Shuy, Y. K., Rong, L., Zhang, M. W. & Vallabhajosyula, R. (2022). The use of mobile games in the management of patients with attention deficit hyperactive disorder: a scoping review. Frontiers in Psychiatry, 13, 792402-. https://dx.doi.org/10.3389/fpsyt.2022.792402
Journal: Frontiers in Psychiatry 
Abstract: Attention deficit hyperactivity disorder (ADHD) is a common neurodevelopmental disorder associated with significant morbidity. Current treatment approaches consist of a mixture of pharmacological and psychological approaches. The emergence of digital technology, and mobile gaming applications, represents a promising novel method in potentially augmenting existing interventions for ADHD. In this review, we will map out the use of mobile gaming applications in the management of ADHD and evaluate the effectiveness of these technologies and any areas for future research. Four electronic databases were searched for relevant articles. All articles were screened for abstract and full text by two independent reviewers, and data extracted onto a common data extraction sheet. The data was narratively synthesized and reported in line with the PRISMA-ScR guidelines. A total of 19 studies were included. Studies mostly evaluated the effectiveness of games on male children with ADHD. Most games were focused on the treatment of ADHD, while a minority were focused on the diagnosis and monitoring of ADHD. Some of the common gaming mechanisms employed in games included having participants responding to cures, remembering details, and making associations between different entities. The studies generally showed an improvement in performance of children as they played the games, but evidence for the effectiveness of these modalities remains scarce and mixed. While it is exciting that there is such a wide variety of games available currently in the diagnosis, treatment, and monitoring of ADHD, many of the games lack clinical evidence to prove their effectiveness. Furthermore, most studies contain several limitations including small sample size, limited ages of participants, lack of control group, and lack of comprehensive outcomes. To promote the application of these games to clinical practice, robust clinical trials, collaboration between stakeholders and using a comprehensive set of outcome measurements is essential.
URI: https://hdl.handle.net/10356/160226
ISSN: 1664-0640
DOI: 10.3389/fpsyt.2022.792402
Schools: Lee Kong Chian School of Medicine (LKCMedicine) 
Rights: © 2022 Jiang, Natarajan, Shuy, Rong, Zhang and Vallabhajosyula. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
Fulltext Permission: open
Fulltext Availability: With Fulltext
Appears in Collections:LKCMedicine Journal Articles

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