Evidence map›Paper›PMID 40522458›Full record

SynthesisEuropean child & adolescent psychiatry2025

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.

Haesun Lee, Seungjin Lee, Mina Hwang, Kyungmi Woo

Abstract readSystematic ReviewMeta-Analysis
In one paragraph

Synthesis in European child & adolescent psychiatry, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed, 2 pooled it
–field-weighted citation impact
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

7 citing papers in PubMed, 2 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
  3. Trial
  4. Article
  5. Article
  6. Child and adolescent psychiatry: challenges, solutions, opportunities, and future directions.World psychiatry : official journal of the World Psychiatric Association (WPA) · 2026
    Article
  7. Article
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

4 authors.

Haesun Lee *Seoul National University College of Nursing, 103 Daehak-ro, Jongno-gu, Seoul, 03080, Republic of Korea.ORCID http://orcid.org/0000-0003-3947-3166
Seungjin Lee *Seoul National University College of Nursing, 103 Daehak-ro, Jongno-gu, Seoul, 03080, Republic of Korea.ORCID http://orcid.org/0009-0009-9772-1552
Mina HwangSeoul National University College of Nursing, 103 Daehak-ro, Jongno-gu, Seoul, 03080, Republic of Korea.ORCID http://orcid.org/0009-0003-1566-9436
Kyungmi WooSeoul National University College of Nursing, 103 Daehak-ro, Jongno-gu, Seoul, 03080, Republic of Korea. woo2020@snu.ac.kr.ORCID http://orcid.org/0000-0002-8710-2696

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Attention-deficit hyperactivity disorder (ADHD) affects 8% of children worldwide, making it one of the most prevalent neurodevelopmental disorders. Traditional treatments, such as pharmacological and behavioral therapies, often have limitations. This study examined the effects of game-based digital interventions on specific cognitive and behavioral functions in children with ADHD, guided by experiential learning theory (ELT). We utilized ELT to synthesize results from various studies on game-based digital interventions across three dimensions: behavioral, cognitive, and affective responses. ELT also provided a framework for categorizing the gaming elements and strategies embedded in each intervention, facilitating the transformation of experience into learning. The systematic review included randomized controlled trials (RCTs) that assessed game-based digital health interventions targeting ADHD symptoms in children and adolescents. Studies focusing on non-digital or non-game-based interventions were excluded. A search was conducted across Embase, CINAHL, Cochrane Library, ProQuest, PsycINFO, and PubMed, with the final search date of October 20, 2024. The risk of bias in the included studies was assessed following PRISMA guidelines using the RoB 2 tool. Studies were analyzed using fixed-effects or random-effects models based on heterogeneity. The final analysis included eight RCTs, most of which focused on the cognitive effects of game-based interventions for ADHD. The meta-analysis revealed that game-based interventions significantly improved cognitive functions: (a) visuospatial short-term memory, as measured using the Corsi Block Tapping Task Forward (mean difference = 0.67; 95% confidence interval = [0.25, 1.10]), and (b) visuospatial working memory, as measured using the Corsi Block Tapping Task Backward (mean difference = 0.47; 95% confidence interval = [0.05, 0.89]). However, effects on behavioral aspects such as inhibition and monitoring, assessed using the BRIEF, were not statistically significant, suggesting limited behavioral improvement following the interventions. This study integrates the strategies and effects of game-based digital interventions for children and adolescents with ADHD within the ELT framework, highlighting the need to develop interventions that address not only cognitive deficits but also emotional and social challenges.

Indexed as

Attention Deficit Disorder with HyperactivityProblem-Based LearningVideo GamesAdolescentChildHumansAdolescentsAttention-deficit hyperactivity disorderDigital therapeuticsGame-based interventionMeta-analysisSystematic review

Identifiers

PMID40522458
PMCPMC12743074

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.