Trial reportJournal of medical Internet research2016
Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial.
Trial report in Journal of medical Internet research, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 54 papers, 17 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
54 citing papers in PubMed, 17 syntheses or guidelines pooled it.
- Effect of Digital Technology-Based Interventions on Core Symptoms and Cognitive Function in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis.Journal of medical Internet research · 2026Pooled it
- Multimodal Digital Therapeutics Enhanced by Task Design and AI for Attention-Deficit/Hyperactivity Disorder Core Symptoms and Executive Functions in Children and Adolescents: Systematic Review and Network Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- Promoting social and emotional learning in K-12 students through digital-based interventions: a systematic review and meta-analysis.BMC psychology · 2026Pooled it
- Effectiveness of different digital interventions on symptoms for children and adolescents with attention-deficit/hyperactivity disorder: a network meta-analysis.Frontiers in psychiatry · 2026Pooled it
- Effectiveness of game-based digital intervention for attention-deficit hyperactivity disorder in children and adolescents: a systematic review and meta-analysis using Beard and Wilson's conceptualization of perception in experiential learning.European child & adolescent psychiatry · 2025Pooled it
- Efficacy of game-based interventions on cognitive performance in children and adolescents with attention-deficit/hyperactivity disorder: a systematic review and meta-analysis.BMC psychiatry · 2025Pooled it
- Adherence, frequency, and long-term follow-up of video game-based treatments in patients with attention-deficit/hyperactivity disorder: A systematic review.Brain and behavior · 2023Pooled it
- Meta-analysis of the efficacy of digital therapies in children with attention-deficit hyperactivity disorder.Frontiers in psychiatry · 2023Pooled it
- Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review.Frontiers in psychiatry · 2022Pooled it
- Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.Frontiers in public health · 2022Pooled it
- Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review.European child & adolescent psychiatry · 2022Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Digital Behavior Change Interventions for Younger Children With Chronic Health Conditions: Systematic Review.Journal of medical Internet research · 2020Pooled it
- Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review.Frontiers in psychiatry · 2020Pooled it
- The Effectiveness of Web-Based Interventions Delivered to Children and Young People With Neurodevelopmental Disorders: Systematic Review and Meta-Analysis.Journal of medical Internet research · 2019Pooled it
- Social skills training for attention deficit hyperactivity disorder (ADHD) in children aged 5 to 18 years.The Cochrane database of systematic reviews · 2019Pooled it
- What is the level of evidence for the use of currently available technologies in facilitating the self-management of difficulties associated with ADHD in children and young people? A systematic review.European child & adolescent psychiatry · 2018Pooled it
- 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.International journal of environmental research and public health · 2023Trial
- Is REThink therapeutic game effective in preventing emotional disorders in children and adolescents? Outcomes of a randomized clinical trial.European child & adolescent psychiatry · 2019Trial
- A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most?PloS one · 2018Trial
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
12 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThe need for accessible and motivating treatment approaches within mental health has led to the development of an Internet-based serious game intervention (called "Plan-It Commander") as an adjunct to treatment as usual for children with attention-deficit/hyperactivity disorder (ADHD).
objectiveThe aim was to determine the effects of Plan-It Commander on daily life skills of children with ADHD in a multisite randomized controlled crossover open-label trial.
methodsParticipants (N=170) in this 20-week trial had a diagnosis of ADHD and ranged in age from 8 to 12 years (male: 80.6%, 137/170; female: 19.4%, 33/170). They were randomized to a serious game intervention group (group 1; n=88) or a treatment-as-usual crossover group (group 2; n=82). Participants randomized to group 1 received a serious game intervention in addition to treatment as usual for the first 10 weeks and then received treatment as usual for the next 10 weeks. Participants randomized to group 2 received treatment as usual for the first 10 weeks and crossed over to the serious game intervention in addition to treatment as usual for the subsequent 10 weeks. Primary (parent report) and secondary (parent, teacher, and child self-report) outcome measures were administered at baseline, 10 weeks, and 10-week follow-up.
resultsAfter 10 weeks, participants in group 1 compared to group 2 achieved significantly greater improvements on the primary outcome of time management skills (parent-reported; P=.004) and on secondary outcomes of the social skill of responsibility (parent-reported; P=.04), and working memory (parent-reported; P=.02). Parents and teachers reported that total social skills improved over time within groups, whereas effects on total social skills and teacher-reported planning/organizing skills were nonsignificant between groups. Within group 1, positive effects were maintained or further improved in the last 10 weeks of the study. Participants in group 2, who played the serious game during the second period of the study (weeks 10 to 20), improved on comparable domains of daily life functioning over time.
conclusionsPlan-It Commander offers an effective therapeutic approach as an adjunct intervention to traditional therapeutic ADHD approaches that improve functional outcomes in daily life.
trial registrationInternational Standard Randomized Controlled Trial Number (ISRCTN): 62056259; http://www.controlled-trials.com/ISRCTN62056259 (Archived by WebCite at http://www.webcitation.org/6eNsiTDJV).
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.