
Background:Same-day surgery cancellations are a persistent and societally relevant challenge, affecting operating room efficiency, patient trust, and health care professionals' workload. In the Netherlands, many cancellations result from nonmedical system constraints such as staffing shortages and scheduling dependencies, factors that are rarely addressed in patient-facing education. This study explores a novel approach to expectation management by using a serious board game to make the complexity of surgery planning tangible for everyday individuals who may encounter surgical care in the future.Methods:In an exploratory pilot study, a quasi-experimental design compared an intervention group (n = 9) who played a serious game simulating hospital resource management with a control group (n = 9) who received a standard preoperative brochure. Pre- and post-intervention questionnaires assessed understanding of surgery cancellations, empathy toward health care professionals, and anticipated anxiety.Results:Results showed stronger gains in perceived understanding among game participants compared with the control group, including a statistically significant shift in perceptions of cancellations occurring after hospital admission. Directional increases in empathy toward health care workers were also observed following gameplay, while anticipated anxiety levels remained largely stable across groups.Conclusions: These findings highlight the potential of serious games as a complementary, public-facing educational tool for conveying system-level health care constraints that are difficult to communicate through traditional materials. By fostering awareness and perspective-taking around surgery planning and cancellations, this approach addresses a timely societal issue and opens new avenues for the use of serious games in health care education and public engagement.
Objective: Topographical disorientation refers to the partial or complete loss of the ability to navigate environments. Traditionally, it has been assessed with "paper and pencil" tests, but recent technological advances have introduced more ecological assessment methods. One such technology is virtual reality (VR), which enables assessment orientation within a three-dimensional environment without the need for actual open spaces. Our aim was to design a test to assess cognitive skills related to topographic orientation in VR environments.Materials and Methods: A battery of neuropsychological tests was administered together with a gamified VR task where participants learned to navigate in a large-scale virtual environment. The sample comprised 40 young adults (11 male; ages 18-35) with no history of neurological impairment.Results: After item reliability analysis, a test with solid internal consistency (Cronbach's alpha = 0.737) was developed. Additionally, a positive correlation was found between the skills of perception, retention, and visuospatial information processing and the VR test (ps ≤ 0.05).Conclusion: This study successfully developed a reliable gamified VR test, aligned with cognitive processes involved in anterograde topographic orientation. Although this tool still requires further studies to establish normative data and measures of specificity and sensitivity in clinical populations, it represents a crucial first step toward implementing this technology in the ecological evaluation of cognitive processes that are difficult to explore in clinical settings.
Background:Game-based tobacco prevention programs have demonstrated the potential to reduce adolescents' intention to vape. This study investigated the influence of gamification player types on the effectiveness of two programs: A Smoking Prevention Interactive Experience (ASPIRE), a computer-based intervention with videos and activities, and Storm-Heroes, a social game emphasizing interaction and action-based gameplay.Methods:Using the HEXAD typology, which categorizes players into six types (Philanthropists, Socializers, Free Spirits, Achievers, Players, and Disruptors), this study examined player type distributions, their relationship to intention to vape, and the impact of distraction during gameplay.Results:randomized trial involving 175 adolescents aged 11-18 from after-school programs evaluated player types, distraction levels, and intention to vape at baseline and 1.5 months post-intervention. Results revealed that participants in the Storm-Heroes group scored higher on player, disruptor, achiever, and free spirit types than those in the ASPIRE group. A tendency to be socializers was positively associated with higher vaping intention, while a tendency to be players predicted lower vaping intention. In addition, a significant three-way interaction indicated that disruptors in the Storm-Heroes group reduced vaping intention over time. Distraction effects varied by player type and program. Disruptors in Storm-Heroes were less affected by distraction, whereas socializers and players in ASPIRE experienced heightened distraction effects.Conclusion:These findings highlight the importance of tailoring interventions to specific player types to enhance engagement and effectiveness. The study supports the potential of gamified interventions to reduce adolescent vaping intentions. Future research should explore larger, more diverse populations and examine the broader impact of gamification on tobacco prevention outcomes.
Objective: Frozen shoulder is a common condition causing shoulder pain and stiffness, with conventional therapies often hindered by low adherence due to their repetitive and painful nature. This randomized clinical trial aimed to evaluate the clinical effectiveness of immersive virtual reality (VR) exergaming in frozen shoulder rehabilitation. Materials and Methods: Fifty-four patients with primary frozen shoulder were randomly assigned to a VR therapy (VRT) group or a conventional therapy (CT) group. Both groups underwent 18 sessions over 6 weeks, consisting of 20 minutes of continuous passive motion exercises followed by 20 minutes of either VR exergaming or conventional functional exercises. We chose Beat Saber for the VR intervention, a rhythm game in which players slice blocks in sync with music. Its "level editor" allowed us to customize block patterns to simulate therapeutic shoulder movements. Results: Primary outcomes included passive range of motion (PROM) in external rotation, abduction, and flexion. Secondary outcomes assessed shoulder function (Disabilities of the Arm, Shoulder and Hand [DASH] questionnaire) and resting pain (visual analog scale [VAS]). Assessments were conducted at baseline, postintervention, and 12 weeks after the trial. Both groups showed significant improvements in PROM, DASH, and VAS scores compared with baseline (P < 0.001). Between-group analysis revealed no significant differences in DASH (P = 0.483) or VAS (P = 0.220). However, the VRT group achieved superior abduction (P = 0.015) and flexion (P = 0.031), with no significant difference in external rotation (P = 0.637). Conclusion: These findings suggest VR exergaming is a promising adjunct to CT for frozen shoulder. Further studies are needed to investigate the influence of VR game design on rehabilitation outcomes.
This study evaluated the effectiveness of a serious game, NutriGame-Your Food Guide, in communicating the NOVA food classification and healthy eating habits to adolescents. The study involved 65 adolescents of both sexes aged between 10 and 18 years. The intervention group (n = 38) played the NutriGame for 14 days. They completed a food-related questionnaire that addressed issues of self-perception, self-efficacy, knowledge, and food attitude at three time points: Before (Pre), 14 (Post), and 90 days after NutriGame use (Post-90). The control group received no intervention. Following the use of NutriGame, adolescents reported an increased understanding of healthy eating (Pre 7.05 ± 1.83 points; Post 7.94 ± 1.33 points, P = 0.031) and considered their diet healthier (Pre 6.50 ± 1.64 points; Post 7.16 ± 1.11 points, P = 0.015). As did self-efficacy, the healthy eating knowledge score increased after playing NutriGame (27.82 ± 1.65 to 29.05 ± 1.45, P = 0.0001). There was also an improvement in food attitude (Pre: 20.58 ± 3.19 points; Post: 22.53 ± 3.12 points, P = 0.0009). These modifications resulted in the maintenance of the results 90 days post-intervention. These results indicate that NutriGame-Your Food Guide effectively communicated the NOVA food classification and healthy eating habits to adolescents (Brazilian Registry of Clinical Trials U1111-1258-0889).
INTRODUCTION:Falls severely affect older adults and are emerging as a global health and financial burden for public health care systems. Multiple studies have validated the use of virtual reality (VR) to prevent falls and reduce the risk of falls among older adults with cognitive deficits. Therefore, we evaluated the effectiveness of VR-based cable car simulation (CCS) using a Nintendo Wii Balance Board (WBB) to assess balance and profile individuals based on fall risk and age, and validated using the Biodex Balance System. Center of pressure (COP) displacement and mean velocity (MV) metrics obtained from the WBB were used for balance assessment. METHODS:A total of 23 young participants (10 females; M = 29.9, SD = 5.0) were recruited from the Agência Regional para o Desenvolvimento da Investigação, Tecnologia e Inovação, and 25 older participants (19 females; M = 71.2, SD = 7.8) were recruited from a local senior gymnasium in Funchal, Portugal. All participants took part in a repeated-measures study design. Results indicated that young adults exhibited greater COP displacement than older adults in the anterior-posterior (AP) direction. RESULTS:Significant differences were found in COP displacement between the groups, confirming age-related variations in balance performance. However, no significant differences were observed in MV. Discriminant analysis models were employed using COP displacement and MV to classify participants by age and fall risk. The best classification performance was achieved for the CCS at 77%, with average turns at 80%, average speeds at 86%, and 83% for the combined features using stepwise regression. DISCUSSION:The selected features included the COP displacement for speeds and turning angles in both AP and medial-lateral (M-L) directions, as well as the mean values of speeds and turns for both AP and M-L. The system can accurately differentiate balance patterns across age groups and risk categories, indicating a reliable and ecologically valid assessment method.
The increasing aging population is driving the development of digital solutions to promote active and healthy aging. However, the adoption of these technologies depends on their alignment with users' needs and expectations. One way to enhance the adoption of these solutions-including those incorporating interactive elements such as games-is to foster the active participation of older adults and other stakeholders in their development. Thus, the objective of this study was to adapt, through a stakeholder-driven co-design process, an institutional digital health platform to community-based use by independently living older adults, with a focus on promoting active and healthy aging. A qualitative study was conducted based on three co-design moments involving individuals aged 55 and older, nurses, and policymakers. During the co-design moments, participants explored the digital resource and proposed improvements. Data were analyzed using content analysis techniques. The co-design process explicitly addressed concepts of reuse and sustainability, focusing on how existing institutional digital resources could be adapted to meet the needs of older adults living independently. Participants emphasized accessibility, social interaction, and content individualization as key factors. The most frequently mentioned improvement suggestions included integrating physical activity features, individualized reminders, and a communication network. The adaptation of digital resources based on stakeholder suggestions reinforces the importance of active user involvement in developing solutions for health promotion and active aging. The study's main contribution lies in demonstrating how institutional resources can be transformed into community-based digital health tools addressing the gap between institutional digital health innovation and real-world community implementation.
Immersive virtual reality (VR) has emerged as a promising application for neurological conditions in hospital care. This study explores the experiences of patients with neuromuscular diseases using a virtual supermarket to entertain patients in a real-life task. Twelve patients from the NeuroMuscular Omnicentre in Milan were interviewed to evaluate their impressions after interacting in a fully immersive virtual environment. Questions were related to first impressions, positive and negative aspects, willingness to use the application again, suggestions for improvement of the game, and general reflections; a thematic analysis of the replies' content was performed. The main topics identified were engagement, technological features, sensory experience, usefulness, improvement, and recommendation. The results indicate that the VR experience was generally well received, with participants describing it as enjoyable, immersive, and relaxing. Some expressed curiosity about this new technology, while others appreciated the feeling of immersion and distraction from their condition. However, minor annoyances were reported, such as the headset's weight and the need for an enhanced interaction. Suggestions included improving interaction, fine-tuning visual and auditory elements, and optimizing comfort. Overall, the study highlights the potential of immersive VR as a valuable tool in hospital care to provide enjoyable moments for neuromuscular patients. Further studies could expand the sample size and explore how different sociodemographic variables impact user experience. Longitudinal studies might also assess the sustained effects of VR interventions on patients' well-being, mood, and overall quality of life during extended hospital stays.
OBJECTIVE:This study aimed to evaluate the effects of a gamified virtual reality (VR) rehabilitation program, using immersive VR combined with conventional conventional physical therapy (CPT), on pain, functional mobility, disability, and balance in individuals with knee osteoarthritis (OA). METHODS:A randomized controlled trial was conducted on 90 volunteered participants diagnosed with knee OA, equally divided into VR and control groups. VR group received VR + CPT, while the control group received only CPT. Outcome measures included Visual Analog Scale (VAS) for pain, 6-minute walk test (6MWT) for function, Western Ontario and McMaster Universities Arthritis Index (WOMAC) for disability, and the Berg Balance Scale (BBS) for balance. Participants underwent three sessions per week for 6 weeks. Assessments were performed at baseline, after 3 weeks, and after 7 weeks (postintervention). The level of significance was set at P ≤ 0.05. RESULTS:The VR group demonstrated greater improvements than the control group, including a 38.6% reduction in pain compared with 26.3% in the control group, and a 39.9% increase in 6MWT distance compared with 19.4% in the control group. WOMAC improved substantially in the VR group (57.9%) compared with the control group (25%). Pain reduction became significantly greater in the VR group in the third week. Significant between-group differences at postintervention (P < 0.001) were observed for VAS, 6MWT, and WOMAC. Both groups demonstrated significant within-group improvements in balance; however, no significant between-group difference was found for BBS (P = 0.090). CONCLUSION:Integrating a gamified VR rehabilitation program alongside CPT significantly reduces pain and improves mobility and knee function in individuals with knee OA. The findings support using VR as an effective adjunct to traditional physiotherapy, improving engagement and clinical outcomes.
INTRODUCTION:Hospitalized patients and their caregivers experience anxiety and fear, which are associated with medical noncompliance and delayed medical care. While virtual reality (VR) is a safe and effective therapeutic adjunct in reducing distress and increasing cooperation, design aspects that contribute to software effectiveness remain limited. This prospective, observational study evaluated VR elements that increased awe, a psychological state correlated with improved behavior, satisfaction, and anxiolysis. METHODS:Fifty-five patients (ages 6-25 years) and 65 parental caregivers (ages ≥18 years) at a quaternary care academic pediatric hospital interacted with a custom-developed VR program comparing design elements: sound (audible compared to mute), involvement (active compared to passive), and perspective (first person compared to third person) for 15 seconds each. Within-subject outcomes investigated included self-reported awe, perceived vastness, perceived need for accommodation, and engagement. Data were analyzed using repeated-measure analysis of variance tests. RESULTS:Audible sound increased perceived awe and need for accommodation in adults, while the third-person perspective improved the need for accommodation in patients and adults. Active or passive involvement did not affect perceived awe nor aspects of awe. All measures of awe were positively correlated with game engagement. DISCUSSION:When software designers and clinicians are designing and selecting VR applications for patients and their caregivers, third-person perspectives may be considered for all audiences, while audible sound settings are optimal for adult audiences.
BACKGROUND:Immersive virtual reality (IVR) is an emerging tool in neurorehabilitation, offering interactive, motivating experiences that promote motor and cognitive engagement. However, most IVR games are not designed for therapeutic use, and evidence on age- and gender-based responses remains limited. OBJECTIVE:This study aimed to evaluate upper extremity movement patterns and cardiovascular responses elicited by commercially available IVR games in typically developing children and adults, with attention to age and gender differences. METHODS:In Phase I, six Meta Quest 2 IVR games were analyzed for their therapeutic potential by physical therapy professionals. Five games (Fruit Ninja, Beat Saber, Bowling, Baseball, and Tennis) were selected for Phase II testing. Sixty-seven healthy participants (40 children aged 5-12, 27 adults aged 20-34) played each game for 3 minutes while seated. Arm movements were video-coded, and heart rate was continuously monitored. Participants completed usability and satisfaction questionnaires post-play. RESULTS:Fruit Ninja and Beat Saber elicited the highest number of total, unilateral, bilateral, and multidirectional arm movements and produced the greatest cardiovascular responses. Adults demonstrated more total reaches, while children exhibited higher heart rate responses and more forward/backward reaches. Gender differences were observed in reach direction and heart rate. Boys reported higher simulator sickness scores, while males reported higher overall satisfaction. CONCLUSION:IVR games, particularly Fruit Ninja and Beat Saber, show promise for upper extremity rehabilitation by promoting motor and cardiovascular engagement. Age- and gender-related differences should inform individualized therapeutic applications. Future studies should explore these games in clinical populations.
OBJECTIVE:To determine the effect of training children with familial Mediterranean fever (FMF) using a mobile game (MG) or training booklet (TB) on self-efficacy, symptom management, and quality of life (HRQoL) compared with a control group. MATERIALS AND METHODS:The sample of the randomized controlled experimental study consisted of children with FMF. Children in the experimental groups received training with TB (n = 14) or MG (n = 14). The control group (n = 15) received no intervention and continued their routines. The Pediatric Rating of Chronic Illness Self-Efficacy Scale (PRCISE), and Juvenile Autoinflammatory Disease Multidimensional Assessment Report (JAIMAR) were used to collect data. Data were collected in pre-test, post-test-1, and post-test-2. RESULTS:The MG group's PRCISE (P < 0.001, P < 0.001), HRQoL (P = 0.001, P = 0.001), therapeutic compliance (P = 0.002, P = 0.004), increased and the mean pain scores (P = 0.044, P = 0.010), the number of symptoms decreased (P < 0.001, P < 0.001) in both measurements after the intervention. The mean PRCISE score of the TB group increased only in post-test 1 (P = 0.008), and the mean HRQoL total score did not change significantly in either post-test measurement (P > 0.05). The TB group's symptom management indicators were similar at all measurements (P > 0.05). The control group's PRCISE and HRQoL scores and symptom management indicators were similar at the three measurement times (P > 0.05). CONCLUSION:The MG increased illness self-efficacy, symptom management and HRQoL in children with FMF and its effect lasted longer than the TB. It is recommended to use and disseminate technology-based and interactive education methods such as MG in the management of chronic diseases in children.
PURPOSE:The promotion of locomotor skills in early childhood is vital for fostering lifelong physical activity and combating childhood obesity. Hence, this study aims to examine the effects of a somatosensory, game-based activity model, which is rooted in the principles of embodied cognition, on the locomotor skills of preschool children. MATERIALS AND METHODS:A total of 30 children (mean age: 5 years and 7 months) from a single school were randomly allocated into either an experimental group or a control group based on their classes. The experimental group engaged in somatosensory games for 6 weeks to learn locomotor skills, while the control group participated in conventional physical activity lessons. Locomotor proficiency was evaluated using the Test of Gross Motor Development-3rd Edition, children's interactive experiences were assessed with the Five Degrees of Happiness Smiley-Face Likert scale, and teacher attitudes were gauged through semi-structured interviews. RESULTS:Both groups demonstrated improvements in locomotor skill scores; however, the experimental group showed significantly greater advancements in running and sliding. Boys excelled over girls in somatosensory tasks, and both children and the teacher expressed favorable views toward the game-based approach. CONCLUSION:Somatosensory games emerge as a practical and effective tool for enhancing early childhood locomotor development, surpassing traditional physical activity instruction.
INTRODUCTION:Serious games are an important tool to overcome the low engagement and adherence to rehabilitation programs due to their repetitive nature and lack of positive reinforcement. Dynamic difficulty adjustment (DDA) systems can contribute by providing algorithms to adapt serious games, keeping players engaged and in a flow state. However, these systems are generally custom-made for specific purposes and goals, lacking the adaptability to be easily integrated into serious games. In response to this problem, we introduced the Flow Optimizer Framework (FOF), a game-agnostic DDA system developed for Unity. This framework facilitates the integration of DDA algorithms with serious games in Unity, enabling real-time monitoring and adaptation based on player state through data processing, rule-setting, and decision-making. MATERIALS AND METHODS:First, we conducted a technical validation of the framework, assessing its performance in handling real-time data streams and its responsiveness to different scenarios. Following this validation, we evaluated its effectiveness in enhancing the flow state by conducting a usability study. Participants were presented with three different types of DDA paradigms implemented in FOF (Implicit, Explicit, and Subjective), each with different algorithms to adjust the game's difficulty. RESULTS:The results obtained showed that the implementation of a biofeedback paradigm using the player's heart rate was the one that increased game performance the most, and participants reported this condition as the most enjoyable and fitting to their skills. DISCUSSION:Overall, participants reported a high usability and a high presence experienced in the serious games implemented with FOF.
PURPOSE:Despite increasing research on blind and visually impaired (BVI) gamers, little is known about their motivations, gaming time, and the social benefits of online games. This study investigated gaming motivation and gaming time of BVI players, as well as their associations with well-being, using a popular massively multiplayer online role-playing game (MMORPG) as an example. It also examined the relationships between different types of visual impairments, gaming motivation, time, and well-being. METHODS:Based on a review of existing literature on the potential effects of online games on people with BVI, this study used a mixed-methods approach. Semi-structured interviews with 21 participants were conducted to gather in-depth qualitative insights. Questionnaires were administered to a total sample of 209 participants, both online and offline, to collect quantitative data. RESULTS:A motivation scale specific to BVI gamers in MMORPG was developed and validated. Six motivations were identified and verified: fun, relationship initiation, relationship maintenance, venting emotions, killing time, and achievement. Fun and killing time positively predicted well-being, whereas venting emotions and relationship maintenance negatively predicted well-being. Total gaming time was positively associated with self-esteem. Totally blind and those with acquired impairments tend to spend more time on gaming, highlighting interesting nuances in gaming behaviors within the BVI community. CONCLUSIONS:This study provides insight into the relationship between online gaming and well-being of BVI individuals. These findings underscore the importance of further research and the development of inclusive gaming environments that enhance the well-being of BVI players.
Cognitive decline in older adults is a significant public health concern that impacts quality of life. Digital games have emerged as accessible interventions with potential cognitive benefits for this population. This scoping review examines studies evaluating the effects of digital games on cognition in older adults. Following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses 2020 guidelines, a systematic search identified 28 studies involving 1201 participants (mean age = 71.57 years). The interventions ranged from computer-based games-systems incorporating physical activity, such as Nintendo consoles, kinetic devices, and virtual reality. Cognitive outcomes were assessed across several domains, including executive function, memory, attention, processing speed, and language. Motor skills and executive function showed the greatest improvements; however, mixed outcomes were observed for other domains. Factors such as game complexity and participant demographics influenced variability, with complex games yielding greater benefits and device type having minimal impact. These findings suggest that digital games can be used as cognitive interventions for healthy older adults, particularly for executive function. Simultaneously, variability in results highlights the need for tailored interventions and optimized game design. Future research should explore long-term efficacy, the role of game complexity, and intervention characteristics-maximize therapeutic potential.
This perspective explores the transformative impact of the Nintendo Wii on rehabilitation practices and the challenges arising from its discontinuation. The Wii's motion-sensing technology revolutionized rehabilitation by providing an engaging, low-cost and accessible platform for various patient populations. Its success catalysed the development of serious games and exergames specifically designed and adapted for therapeutic purposes. Research has demonstrated the Wii's efficacy in improving balance, motor function, and patient engagement across multiple conditions, including stroke, Parkinson's disease, and cerebral palsy. However, the Wii's discontinuation has created a significant void in the rehabilitation landscape, raising concerns about the sustainability of technology-driven therapies. This non-empirical paper examines the Wii's novelty, its influence on rehabilitation techniques, and the critical need for innovative solutions to address the gap left by its absence. We emphasize the importance of continued collaboration between the gaming and healthcare industries to develop accessible, affordable, and effective rehabilitation technologies that build upon the Wii's legacy.
OBJECTIVE:Gaming has been suggested as an effective way to exchange social support, a resource critical to global mental health and post-pandemic recovery. Virtual and analog (pen-and-paper) table-top role-playing game (TTRPG) popularity grew during and following the pandemic; yet, unlike their video-game counterparts research into TTRPGs remains limited. Parallel to online video-games, TTRPGs may be similarly positioned to foster and promote social support. Informed by analogous gaming research, this study explored how players give and receive social support within face-to-face and virtual TTRPGs through a stress buffering lens. MATERIALS AND METHODS:Using a cross-sectional survey methodology, based on the 2-way social support scale data from 186 participants was analyzed to determine if differences exist across social, demographic and gameplay variables. RESULTS:Participants derived more meaningful social support through analog TTRPGs, although virtual TTRPG interfaces still afford meaningful social support, while benefiting from greater accessibility. Participants in the role of "game masters", who act as game facilitators and narrators, were shown to provide more social support than players, while greater levels of social support encouraged ongoing attendance. Additionally, players' consistent attendance and social familiarity enhanced given and received social support. Lastly, although similar social support was reported across genders, males were overrepresented in game-directing positions of power. CONCLUSION:This is the first known study to explore social support within TTRPGs. The findings have implications for the design of games to support communities, post-pandemic recovery, and therapeutic applications. Future research is encouraged.
BACKGROUND:The aim of this study is to determine the effect of escape room simulation intervention on the knowledge, anxiety, and satisfaction levels of students in emergency nursing education. METHODS:This randomized controlled study was conducted with 40 students studying at the nursing faculty of a university in Istanbul. The students in the intervention group (n = 20) were given an escape room simulation intervention related to emergency nursing education. The students in the control group (n = 20) were not given any intervention other than the traditional education method. Data were collected using the Knowledge Test, State Anxiety Scale, and Visual Analog Scale for satisfaction. RESULTS:The knowledge level of the students in the intervention group measured immediately after the education (P = 0.003), 1 week after the education (P < 0.001), and 1 month after the education (P < 0.001) was found to be significantly higher than that of the control group. While no significant difference was found in anxiety levels before and after the education between the groups, a significant difference was found in anxiety levels before and after the training in the intervention group (P < 0.001). The satisfaction level measured immediately after the education was found to be significantly higher in the intervention group than in the control group (P < 0.001). CONCLUSION:This study show that escape room simulation increased emergency nursing knowledge and satisfaction and reduced anxiety levels of the students. It is recommended that escape room simulation intervention be used in more studies in nursing education. The study was registered on ClinicalTrials.gov.tr with the number NCT06619119.
OBJECTIVE:The aim of this study was to examine the effects of the second-generation virtual reality intervention (SG-VRI) on the hot and cold executive functions (EFs) of children with attention-deficit/hyperactivity disorder (ADHD). METHODS:Seventy children were included in the study and randomly divided into control (n = 35) and intervention (n = 35) groups. Stroop TBAG Form, Trail Making Test, and Childhood Executive Functioning Inventory were administered to the participants before SG-VRI. SG-VRI was applied to the intervention group as two sessions per week for 8 weeks. During this period, the control group did not receive any intervention. RESULTS:At the end of these 8 weeks, assessment tests were administered to both groups again. The final results showed that the SG-VRI was effective in improving hot and cold EF skills of children with ADHD (P < 0.05). CONCLUSION:We believe that the use of virtual reality interventions may be effective in the cognitive rehabilitation processes of children with ADHD.