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Accepted for/Published in: JMIR Pediatrics and Parenting

Date Submitted: Sep 18, 2024
Date Accepted: Jul 18, 2025

The final, peer-reviewed published version of this preprint can be found here:

Effectiveness of Virtual Reality–Based Cognitive Control Training Game for Children With Attention-Deficit/Hyperactivity Disorder Symptoms: Preliminary Effectiveness Study

Song H, Oh Y, Choi J, Ohm SY

Effectiveness of Virtual Reality–Based Cognitive Control Training Game for Children With Attention-Deficit/Hyperactivity Disorder Symptoms: Preliminary Effectiveness Study

JMIR Pediatr Parent 2025;8:e66617

DOI: 10.2196/66617

PMID: 40971582

PMCID: 12448256

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Effectiveness of Virtual-Reality Based Cognitive Control Training Game for Children with Attention Deficit Hyperactivity Disorder Symptoms, Pilot Study.

  • Hyunjoo Song; 
  • Yoonhye Oh; 
  • JongIn Choi; 
  • Seong-Yong Ohm

ABSTRACT

This study aimed to verify the effectiveness of a newly developed virtual reality-based cognitive control training game for children with ADHD symptoms. Specifically, the study focused on exploring the sustainability of the training through a three-month follow-up evaluation and analyzing training response patterns and influential factors. A total of 29 children (21 males and 8 females) and adolescents aged 10 to 14 years participated in the study. Their mean intelligence quotient (IQ) was 94 (SD = 16.53). Measurements included the Korean Wechsler Intelligence Scale for Children-Fourth Edition (K-WISC-IV), the Stroop Test, the Color Trails Test, the National Institutes of Health Toolbox, and the Child Behavioral Checklist (CBCL). Each participant was required to engage in a minimum of 20 minutes of daily training for 20 consecutive days, with an initial assessment followed by post-training and follow-up evaluations. The repeated measures ANOVA results showed significant main effects for the Stroop color-word test (F = 5.22, p = 0.008, ηp² = 0.162), CBCL Total Problems (F = 20.361, p < .001, ηp² = 0.430), CBCL Attention Problems (F = 11.772, p < .001, ηp² = 0.304), and CBCL ADHD (F = 3.406, p = 0.040, ηp² = 0.112). Post hoc analysis revealed significant differences between the initial assessment and subsequent evaluations. K-means clustering demonstrated three distinct clusters, with Clusters 1 and 3 showing significant differences in IQ variables and training effectiveness. he results showed that the newly developed VR-based cognitive control training game effectively improved ADHD-related symptoms, with training effects persisting three months after the training period. The training effects were influenced by IQ. CoConUp might be expected to contribute as a promising future therapeutic intervention. CRIS number: KCT0009447 (from March 08, 2021).


 Citation

Please cite as:

Song H, Oh Y, Choi J, Ohm SY

Effectiveness of Virtual Reality–Based Cognitive Control Training Game for Children With Attention-Deficit/Hyperactivity Disorder Symptoms: Preliminary Effectiveness Study

JMIR Pediatr Parent 2025;8:e66617

DOI: 10.2196/66617

PMID: 40971582

PMCID: 12448256

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