ArticleInternational journal of environmental research and public health2019
Serious Games and Their Effect Improving Attention in Students with Learning Disabilities.
Article in International journal of environmental research and public health, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 19 papers, 8 of them syntheses that pooled it.
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Who cites it
19 citing papers in PubMed, 8 syntheses or guidelines pooled it, 104 citations in OpenAlex.
- 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
- 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
- Serious gaming and eye-tracking for the screening, monitoring, and diagnosis of neurodevelopmental disorders in children: a systematic literature review.Frontiers in bioengineering and biotechnology · 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
- Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review.European child & adolescent psychiatry · 2022Pooled it
- Serious Video Games: Angels or Demons in Patients With Attention-Deficit Hyperactivity Disorder? A Quasi-Systematic Review.Frontiers in psychiatry · 2022Pooled it
- Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective.Frontiers in psychology · 2021Pooled it
- Research Design Processes in Serious Games for Adolescent Mental Health: Systematic Review.JMIR serious games · 2026Review
- Health Benefits of Video Games in Adolescents and Young Adults.Current pediatrics reports · 2026Review
- The effectiveness of serious games for training of attention and executive functions: a systematic review.Frontiers in child and adolescent psychiatry · 2026Review
- Effectiveness of Serious Games as Digital Therapeutics for Enhancing the Abilities of Children With Attention-Deficit/Hyperactivity Disorder (ADHD): Systematic Literature Review.JMIR serious games · 2025Review
- A systematic review and content analysis of serious video games for children with ADHD.Frontiers in psychiatry · 2025Review
- Effects of memory and attention on the association between video game addiction and cognitive/learning skills in children: mediational analysis.BMC psychology · 2024Article
- A Serious Game to Train Rhythmic Abilities in Children With Dyslexia: Feasibility and Usability Study.JMIR serious games · 2024Article
- Video games and disability-a risk and benefit analysis.Frontiers in rehabilitation sciences · 2024Review
- Description and rules of a new card game to learn clinical reasoning in musculoskeletal physiotherapy.The Journal of manual & manipulative therapy · 2023Article
- A content analysis of research on technology use for teaching mathematics to students with disabilities: word networks and topic modeling.International journal of STEM education · 2023Review
- Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review.Life (Basel, Switzerland) · 2021Review
Corrections and comments
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Authors and funding
5 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Previous studies have shown the positive effects of educational video games (serious games) in improving motivation, attention and other cognitive components in students with learning disabilities. This study analyzes the effects on attention of a serious game based on multiple intelligences in a sample of 44 students (age range = 6-16 years; experimental group = 24; control group = 20) with attention deficit hyperactivity disorder (ADHD) and specific learning disorder (SLD). Performance and observation measures of attention were used. The intervention consisted of 28 sessions (10 min each), in which the participants trained with 10 games based on multiple intelligences. A significant improvement in attention performance measures (visual attention) was found after the intervention, with the experimental and the control groups significantly differing in the posttest. These results invite consideration of the applicability of boosting different intelligences, talents or unique abilities through educational videogames as an important bridge to improving areas of deficit-in this case attention-in students with learning disabilities.
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Registered trials
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.