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Development of Attention and Its Relationship With Emotions in Children and Adolescents

I

Institute of Psychology, Chinese Academy of Sciences

Status

Completed

Conditions

Attention Deficit Disorder With Hyperactivity

Treatments

Device: a serious mobile device-based game prototype (Save the Muse Home)

Study type

Interventional

Funder types

Other

Identifiers

NCT06181747
E2KM011639-K12023000015

Details and patient eligibility

About

Our aim was to describe the development and usability of a mobile device-based game therapy software for ADHD.

Full description

A total of 51 ADHD children and 52 healthy children were included in the study. At baseline, subjects underwent tests such as ADHD symptom-related scale assessments, computer-assisted information processing tests, and physiological-psychological tests, after which participants completed a 4-week game intervention training at home. After complete completion of the intervention, subjects repeated all tests from the baseline period and answered treatment satisfaction questions.

Enrollment

110 patients

Sex

All

Ages

6 to 12 years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • ADHD-a. Age between 6-12 years, any gender.
  • ADHD-b. Outpatient patients diagnosed with ADHD according to the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) criteria.
  • ADHD-c. Patients and/or their guardians willing to participate in the study and provide informed consent. Participants aged 8 and above should also sign a child's informed consent form.
  • HC. The control group of healthy participants are recruited from a secondary school in Nanjing, matching the age and gender of the ADHD group.

Exclusion criteria

  • a. Neurodevelopmental disorders such as cerebral palsy, epilepsy, adrenoleukodystrophy, and other similar conditions.
  • b. Severe mental disorders including tic disorders, autism spectrum disorders, intellectual disability, schizophrenia, bipolar disorder, depressive disorders, specific learning disorders, and other significant psychiatric conditions.
  • c. Individuals exhibiting ADHD-like symptoms due to hearing impairments.
  • d. Requirement of any central nervous system medication (including both traditional and Western medicine as well as dietary supplements) such as antipsychotics or antidepressants at any stage of the study.
  • e. Patients who have received systematic treatment with two different categories of ADHD medications without improvement.
  • f. Individuals with color blindness or any other condition that would prevent proper use of the software.
  • g. History of or current gaming addiction.

Trial design

Primary purpose

Treatment

Allocation

Non-Randomized

Interventional model

Parallel Assignment

Masking

Triple Blind

110 participants in 2 patient groups

ADHD group
Experimental group
Description:
Participants are required to engage in game training at home for 5 days per week, with each session lasting 20-25 minutes. The game is equipped with anti-addiction measures, limiting the maximum daily game time to 30 minutes. Participants will adjust their game training based on their own abilities, and as the training progresses, the game will adaptively adjust the difficulty level and change levels accordingly.
Treatment:
Device: a serious mobile device-based game prototype (Save the Muse Home)
healthy control group
Experimental group
Description:
Participants are required to engage in game training at home for 5 days per week, with each session lasting 20-25 minutes. The game is equipped with anti-addiction measures, limiting the maximum daily game time to 30 minutes. Participants will adjust their game training based on their own abilities, and as the training progresses, the game will adaptively adjust the difficulty level and change levels accordingly.
Treatment:
Device: a serious mobile device-based game prototype (Save the Muse Home)

Trial contacts and locations

2

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Data sourced from clinicaltrials.gov

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