Evidence map›Paper›PMID 37956184›Full record

ArticlePLOS digital health2023

Acceptability and playability of an organization training videogame for young adolescents with ADHD: The development of ATHEMOS.

Brandon K Schultz, Steven W Evans, John Bowditch, Kaitlynn Carter, Emma E Rogers, Jennifer Donelan, Allison Dembowski

Open access · goldAbstract read
In one paragraph

Article in PLOS digital health, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
0.4field-weighted citation impact, top 35% of its field
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed, 2 citations in OpenAlex.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors at 2 institutions in 1 country.

Brandon K SchultzDepartment of Psychology, East Carolina University, Greenville, North Carolina, United States of America.ORCID https://orcid.org/0000-0001-9130-6723
Steven W EvansDepartment of Psychology, Ohio University, Athens, Ohio, United States of America.
John BowditchGame Research and Immersive Design Laboratory, Ohio University, Athens, Ohio, United States of America.
Kaitlynn CarterDepartment of Psychology, East Carolina University, Greenville, North Carolina, United States of America.
Emma E RogersDepartment of Psychology, Ohio University, Athens, Ohio, United States of America.ORCID https://orcid.org/0000-0003-1776-1159
Jennifer DonelanDepartment of Psychology, East Carolina University, Greenville, North Carolina, United States of America.
Allison DembowskiDepartment of Psychology, East Carolina University, Greenville, North Carolina, United States of America.
East Carolina University · USOhio University · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer-based programs have emerged to address the neurocognitive deficits of ADHD, but results to date have been disappointing. In this study, we tested the acceptability, playability, and user satisfaction of a novel planning/organization skills training game, called "ATHEMOS," based on an established psychosocial treatment package (i.e., Challenging Horizons Program). We conducted eight focus groups during a three-year development period, using feedback from 72 young adolescents with ADHD to iteratively improve the game. Then, during a pilot study in the fourth year, we collected data from 16 young adolescents who played the game as part of a 6- to 16-week school-based intervention. Our findings suggest that the serious game resulted in acceptability and playability ratings only moderately below that of recreational games (δ = -0.40). Critically, average perceptions remained positive when delivered within a school-based ADHD intervention over several weeks or months, with strong overall user satisfaction. Boys found the game more acceptable than girls, with ratings near that of recreational games (δ = -0.23). We conclude that computer-assisted behavior interventions appeal to adolescents with ADHD and offer a potentially promising treatment delivery method in schools.

Identifiers

PMID37956184
PMCPMC10642850
OpenAlexW4388624374

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.