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. 2023 Sep 24;13(11):e3265. doi: 10.1002/brb3.3265

TABLE 1.

Characteristics of the reviewed studies.

Author Videogame Platform Features Population (n) % Male Procedure Main findings (significance and effect size)
Benzing and Schmidt (2019) Shape up Xbox Kinect Exergame aimed to improve attention, impulsivity, hyperactivity, motor ability, and reaction time

Intervention group (28): mean age = 10.46 (SD = 1.3)

Control group (23): mean age = 10.39 (SD = 1.44)

86.4 30 min, three times a week Intervention group showed faster overall reaction time (p = .049, d = .58), switching trials (p = .029, d = .65) and motor ability (p = .008, d = .80) compared to the control group
Bikic et al. (2017) Scientific brain training and Tetris PC Six different programs aimed to improved different areas of cognition

Intervention group (9)

Control group (8)

Mean age (all sample) = 15.6 (SD = .99)

76.5 30 min, 5 days a week, for 7 weeks There are no significant differences between groups on cognition and symptoms of ADHD. Pre–post intragroup measurement showed a significant effect on sustained attention (e.g., p = .0026, d = 1). The control group had significant effects on working memory (p = .0417, d = .88)
Bikic et al. (2018) ACTIVATE PC Videogame with different tasks to improve attention, impulsivity, hyperactivity, and reaction time

Intervention group (35): Mean age = 9.77 (SD = 1.97)

Control group (35): mean age = 10.14 (SD = 1.52)

84.24 6 days a week for 8 weeks The intervention had no effect on sustained attention. Intervention group showed greater accuracy in planning (p = .006, effect size = 0.30).
Bul et al. (2016) Plan‐It Commander PC Serious game focus on management, planning/organizing and cooperation skills

Intervention group (88): mean age = 9.89 (SD = 1.28)

Control group (82): mean age = 9.82 (SD = 1.24)

80.58 A max of 65 min, 3 days a week for 20 weeks The intervention group compared to control group achieved significantly greater improvements on time management skills (p = .004, d = .39), social skill of responsibility (p = .04, d = .04) and working memory (p = .02, d = .51)
Bul et al. (2018) Plan‐It Commander PC Serious game focus on management, planning/organizing and cooperation skills

Intervention group (88)

Control group (82)

Mean age (all sample) = 9.90 (SD = 1.26)

82 A max of 65 min, 3 days a week for 20 weeks Girls showed the greatest improvements in planning/organization skills in comparison to the total group. Boys with lower levels of hyperactivity and higher levels of conduct disorder symptoms showed more improvements in their planning/organization skills in comparison to the total group (d = .65)
Chacko et al. (2014) Cogmed WMT PC Training program to improve verbal and no verbal working memory

Intervention group (44): mean age = 8.4 (1.4)

Control group (41): mean age = 8.4 (1.3)

77.22 30–45 min, 5 days a week for 25 days Results showed significantly greater improvements in verbal (p = .0050, d = .28), and nonverbal working memory storage (p = .00009, d = 1.17), but no discernible gains in working memory storage plus processing/manipulation
Davis et al. (2018) Project EVO Ipad The game is an attention/memory task and a continuous visuomotor “driving” task

ADHD group (18): mean age = 10.35 (SD = 1.4)

ADHD high severity group (22): mean age = 10.2 (SD = 1.26)

Non‐ADHD (40): mean age = 10.54 (SD = 1.49)

56.25 30–45 min, 5 days a week for 4 weeks Results showed significant improvements in attention task (e.g., p = .003, d = .71), and spatial working memory (e.g., p = .014, d = .51), for the ADHD group. There was no change for the non‐ADHD group
Dovis et al. (2015) Braingame Brian PC Video game aimed to improve working memory, cognition flexibility, and impulsivity

Intervention group (31): mean age = 10.6 (SD = 1.4)

Control group (30): mean age = 10.5 (SD = 1.3)

Partially active group (28): mean age = 10.3 (SD = 1.3)

79.77 35–50 min, 25 sessions The intervention condition showed improvement on visuospatial short‐term‐memory and working memory (p < .01). Inhibitory performance and interference control only improved in the intervention group and the partially active condition (p < .05). Effect sizes ranged from medium to large
Dovis et al. (2019) Braingame Brian PC Video game aimed to improve working memory, cognition flexibility, and impulsivity

Intervention group (31): mean age = 10.6 (SD = 1.4)

Control group (30): mean age = 10.5 (SD = 1.3)

80.32 35–50 min, 25 sessions Pretraining inhibition (p = .042, R 2 = .049) and cognitive flexibility (p = .017, R 2 = .071) were significant moderators of near transfer, and pretraining working memory (p = .046, R 2 = .040) and cognitive flexibility (p = .03, R 2 = .057) were significant moderators of far transfer
García‐Baos et al. (2019) RECOGNeyes PC (eye tracker) The game was designed as an intervention for training visual attention

Intervention group (14)

Control group (14)

Mean age (all sample) = 11.05 (SD = 2.54)

64.29 30 min, three times a week for 3 weeks The intervention group showed an improvement in impulsivity (p = .0067), reaction time (p < .0001), and fixation gaze control (p <.0001). No changes were found in control group
García‐Redondo et al. (2019) Boogies academy and cuibrain Mobile and tablets Games based on Gardner's theory of multiple intelligences

Intervention group (24)

Control group (20)

Mean age (all sample) = 11.83 (SD = 2.71)

61.36 10 min, 2 days a week, 14 weeks Results indicated that participants in the intervention group showed significantly higher levels of attention, concentration, and correct responses compared to controls (e.g., p = .001, d = .21)
Kollins et al. (2020) STARS‐ADHD PC, mobile, and tablet Videogame that improves attention, working memory, and inhibition

Intervention group (180): mean age = 9.7 (SD = 1.3)

Control group (168): mean age = 9.6 (SD = 1.3)

71.26 25 min, 5 days a week for 4 weeks The use of the videogame significantly improved performance attention, mean reaction time during infrequent target stimuli, and response variability in patients with ADHD compared with the control group (e.g., p = .0005). The effects from pre‐intervention to postintervention were not different from the control condition
Kollins et al. (2021) STARS‐ADHD PC, mobile, and tablet Videogame that improves attention, working memory, and inhibition in children with ADHD

On stimulants group (130): mean age = 10.6 (SD = 1.75)

No stimulants group (76): mean age = 10.5 (SD = 1.82)

74.8 25 min, 5 days a week for 4 weeks The results showed a change in ADHD related impairment (impairment rating scale [IRS]) after 4 weeks. IRS significantly improved in both groups (on stimulants: p < .001; no stimulants: p < .001) after 4 weeks. IRS, ADHD rating scale (ADHD‐RS: e.g., p < .001, d = .74), and clinical global impressions scale (CGI‐I: e.g., p < .001, d = .81) remained stable during the pause and improved with a second treatment period
Lim et al. (2012) Cogoland PC BCI system where the avatar moves if the participant is focused detected by EEG Intervention (20): mean age = 7.8 (SD = 1.4) 80 30 min, three sessions a week for 3 months Significant improvement in ADHD symptoms for inattentive symptoms and hyperactive‐impulsive symptom (both p < .01, d = .78–.84). Monthly reinforcement did not significantly improve symptoms
Ou et al. (2020) Fishing master, fruit train, and ocean manager Virtual reality game console These videogames train children's attention and cognitive and behavioral performance Intervention group (3): mean age = 9.67 33.33 40 min (with a 5 min break after each 10 min session), three times a week for 3 months The results revealed an improvement in their performance in attention, hyperactivity/impulsivity, and oppositional defiance
Rajabi et al. (2020) SmartMind PC These games are based on working memory and inhibitory control training

Intervention group (16): mean age = 10.20 (SD = 1.03)

Control group (16): mean age = 10.05 (SD = .83)

100 45 min, three times a week for 3 months The effect of neurofeedback training on visual performance (visual attention (p < .01, Eta = .41) and visual response control (p < .05, Eta = .22) was significant. There was no significant effect on auditory attention and auditory response control
Rodrigo‐Yanguas et al. (2021) The Secret Trail of Moon PC (VR glasses) Serious video game designed for cognitive training related to ADHD symptoms and executive dysfunction

Intervention group (37): mean age = 13.78 (SD = 2.28)

Combined subtype (21): mean age = 13.38 (SD = 2.16)

Inattentive subtype (16): mean age = 14.31 (SD = 2.39)

68 Cognitive training (25 min) and exploring the forest (10 min) There are no significant differences comparing the ADHD combined subtype to the inattentive subtype
Weerdmeester et al. (2016) Adventurous Dreaming Highflying Dragon PC or Xbox 360 Game focusing on inattention, hyperactivity, impulsivity, and motor deficiency

Intervention group (37): mean age = 9.84 (SD = 1.71)

Control group (36): mean age = 9.69 (SD = 1.79)

79.45 15 min, six sessions for 3 weeks The intervention group reported a greater increase in false alarms (impulsivity) than the control group (p < .05, Eta = .04–.06)

Abbreviations: ADHD, attention‐deficit/hyperactivity disorder; d, Cohen's; Eta, eta squared; p, p‐value; R 2, R‐square increase due to interaction.