Personalized Game-Based Content and Performance: A Pilot Study on a Digital Intervention for Children with ADHD.

IF 3.7 3区 医学 Q2 ENGINEERING, BIOMEDICAL Bioengineering Pub Date : 2024-12-16 DOI:10.3390/bioengineering11121277
Seon-Chil Kim, Jeong-Heon Song, Na-Yeong Kong
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Abstract

Mobile-based digital interventions for children with attention-deficit hyperactivity disorder (ADHD) have been developed to alleviate their symptoms. When developing mobile game-based digital interventions for ADHD treatment, it is important to research how the emotional responses of the target audience members-based on flashy visuals or difficulty adjustments to motivate the user-affect their content manipulation ability. This study performed a correlation analysis to examine the impact of perceived difficulty and enjoyment (interest) on the performance of children diagnosed with ADHD while engaging in game-based digital content. Statistically significant differences were observed in the following variables based on the enjoyment level: correct rate (p = 0.0040), decision time (p = 0.0302), difficulty (p < 0.0001), and touch time (p = 0.0249). Considering difficulty level, statistically significant differences were observed for correct rate (p = 0.0011), decision time (p = 0.0158), and difficulty (p < 0.0001). Correlation analysis between the variables correct rate, decision time, difficulty, touch, time limit, and touch time based on enjoyment and difficulty did not reveal significant correlations. Therefore, for children with ADHD, digital interventions should focus on the therapeutic goals rather than on flashy visuals or difficulty adjustments aimed at enhancing interest. Based on these results, further research exploring how psychological states affect performance regarding digital content is necessary.

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个性化的基于游戏的内容和表现:对儿童多动症的数字干预的初步研究。
针对患有注意力缺陷多动障碍(ADHD)的儿童,开发了基于移动设备的数字干预措施,以减轻他们的症状。在开发基于手机游戏的ADHD治疗数字干预时,重要的是要研究目标受众成员的情绪反应(基于华丽的视觉效果或难度调整来激励用户)如何影响他们的内容操作能力。本研究进行了相关分析,以检查感知难度和乐趣(兴趣)对诊断为ADHD的儿童在参与基于游戏的数字内容时的表现的影响。基于享受水平,正确率(p = 0.0040)、决策时间(p = 0.0302)、难度(p < 0.0001)和触摸时间(p = 0.0249)的变量差异具有统计学意义。考虑难度水平,正确率(p = 0.0011)、决策时间(p = 0.0158)和难度(p < 0.0001)差异有统计学意义。基于乐趣和难度的正确率、决策时间、难度、触摸、时间限制和触摸时间等变量之间的相关分析没有显示出显著的相关性。因此,对于患有多动症的儿童,数字干预应侧重于治疗目标,而不是花哨的视觉效果或旨在提高兴趣的难度调整。基于这些结果,进一步研究心理状态如何影响数字内容的表现是必要的。
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来源期刊
Bioengineering
Bioengineering Chemical Engineering-Bioengineering
CiteScore
4.00
自引率
8.70%
发文量
661
期刊介绍: Aims Bioengineering (ISSN 2306-5354) provides an advanced forum for the science and technology of bioengineering. It publishes original research papers, comprehensive reviews, communications and case reports. Our aim is to encourage scientists to publish their experimental and theoretical results in as much detail as possible. All aspects of bioengineering are welcomed from theoretical concepts to education and applications. There is no restriction on the length of the papers. The full experimental details must be provided so that the results can be reproduced. There are, in addition, four key features of this Journal: ● We are introducing a new concept in scientific and technical publications “The Translational Case Report in Bioengineering”. It is a descriptive explanatory analysis of a transformative or translational event. Understanding that the goal of bioengineering scholarship is to advance towards a transformative or clinical solution to an identified transformative/clinical need, the translational case report is used to explore causation in order to find underlying principles that may guide other similar transformative/translational undertakings. ● Manuscripts regarding research proposals and research ideas will be particularly welcomed. ● Electronic files and software regarding the full details of the calculation and experimental procedure, if unable to be published in a normal way, can be deposited as supplementary material. ● We also accept manuscripts communicating to a broader audience with regard to research projects financed with public funds. Scope ● Bionics and biological cybernetics: implantology; bio–abio interfaces ● Bioelectronics: wearable electronics; implantable electronics; “more than Moore” electronics; bioelectronics devices ● Bioprocess and biosystems engineering and applications: bioprocess design; biocatalysis; bioseparation and bioreactors; bioinformatics; bioenergy; etc. ● Biomolecular, cellular and tissue engineering and applications: tissue engineering; chromosome engineering; embryo engineering; cellular, molecular and synthetic biology; metabolic engineering; bio-nanotechnology; micro/nano technologies; genetic engineering; transgenic technology ● Biomedical engineering and applications: biomechatronics; biomedical electronics; biomechanics; biomaterials; biomimetics; biomedical diagnostics; biomedical therapy; biomedical devices; sensors and circuits; biomedical imaging and medical information systems; implants and regenerative medicine; neurotechnology; clinical engineering; rehabilitation engineering ● Biochemical engineering and applications: metabolic pathway engineering; modeling and simulation ● Translational bioengineering
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