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IAmHero: Preliminary Findings of an Experimental Study to Evaluate the Statistical Significance of an Intervention for ADHD Conducted through the Use of Serious Games in Virtual Reality

Annamaria Schena, Raffaele Garotti (), Dario D’Alise, Salvatore Giugliano, Miriam Polizzi, Virgilio Trabucco, Maria Pia Riccio and Carmela Bravaccio
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Annamaria Schena: Villa delle Ginestre s.r.l. Rehabilitation and FKT Centre, 80040 Volla, Italy
Raffaele Garotti: Unità Operativa Semplice Dipartimentale of Child Neuropsychiatry, Department of Translational Medical Sciences, 80131 Naples, Italy
Dario D’Alise: Villa delle Ginestre s.r.l. Rehabilitation and FKT Centre, 80040 Volla, Italy
Salvatore Giugliano: Villa delle Ginestre s.r.l. Rehabilitation and FKT Centre, 80040 Volla, Italy
Miriam Polizzi: Unità Operativa Semplice Dipartimentale of Child Neuropsychiatry, Department of Translational Medical Sciences, 80131 Naples, Italy
Virgilio Trabucco: Villa delle Ginestre s.r.l. Rehabilitation and FKT Centre, 80040 Volla, Italy
Maria Pia Riccio: Unità Operativa Semplice Dipartimentale of Child Neuropsychiatry, Department of Translational Medical Sciences, 80131 Naples, Italy
Carmela Bravaccio: Unità Operativa Semplice Dipartimentale of Child Neuropsychiatry, Department of Translational Medical Sciences, 80131 Naples, Italy

IJERPH, 2023, vol. 20, issue 4, 1-12

Abstract: The use of new technologies, such as virtual reality (VR), represents a promising strategy in the rehabilitation of subjects with attention-deficit/hyperactivity disorder (ADHD). We present the results obtained by administering the IAmHero tool through VR to a cohort of subjects with ADHD between 5 and 12 years of age. The trial time was approximately 6 months. In order to assess the beneficial effects of the treatment, standardised tests assessing both ADHD symptoms and executive functions (e.g., Conners-3 scales) were administered both before and at the end of the sessions. Improvements were observed at the end of treatment in both ADHD symptoms (especially in the hyperactivity/impulsivity domain) and executive functions. One of the strengths of the VR approach is related above all to the acceptability of this tool and its flexibility. Unfortunately, to date, there are still few studies on this topic; therefore, future studies are essential to expand our knowledge on the utility and benefits of these technologies in the rehabilitation field.

Keywords: ADHD; executive function; IAmHero; serious game; virtual reality (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2023
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