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    <article-meta>
      <title-group>
        <article-title>A review on the effects of Virtual Reality treatment in ADHD Ilaria Visone1, Emanuela d'Aniello1, Veronica Paduano1, Agnese Lombardi 2</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Serapide SPEE</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Naples</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Caserta</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy</string-name>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Attention deficit hyperactivity disorder (ADHD) is one of the most common psychiatric disorders in childhood. Despite of the core symptoms of ADHD (inattention, hyperactivity and impulsivity), patients often exhibit poor social skills, problems with planning and an inability to complete tasks on time. For what concerns the intervention, recent proposals include the use of board games such as chess, neurofeedback, virtual reality (VR) or serious video games. The efficiency of Virtual Reality is based on the rapid construction of various lifelike environments for training and stimulus control. In addition, there are many advantages such as creating an environment that meets the patient's needs, providing stability between users and stimuli and a full record of patient behavior and functioning, enabling rapid feedback, and saving time and money, and providing a more entertaining tool to motivate patients to use this technology. The aim of this review is to define the effects of VR based treatment on neuropsychological symptoms of ADHD.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Virtual Reality</kwd>
        <kwd>review</kwd>
        <kwd>ADHD</kwd>
        <kwd>neuropsychology</kwd>
        <kwd>treatment</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Attention deficit hyperactivity disorder (ADHD) is one of the most common psychiatric disorders
in childhood. In addition to its main symptoms, this disorder leads to significant difficulties in
education, social performance, and personal relationships. As it is a heterogeneous developmental
disorder, the etiology is unclear, leading to biased and extensive diagnostic assessments when
patients are examined through traditional clinical interviews and assessments of patients' behaviour
[
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ]
In minor patients, ADHD manifests as hyperactivity (i.e., the inability to control their impulses) and
attention deficits that minimally affect their social engagement and the continuation of their normal
daily lives. In adulthood, patients with ADHD may have difficulty managing time, getting organized,
setting goals, and keeping a job, which can lead to further problems with relationships, self-esteem
and possibly addiction.
      </p>
      <p>
        Attention-deficit/hyperactivity disorder (ADHD) is the most common neurodevelopmental disorder
in childhood and adolescence, affecting 4-8% of children worldwide [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In addition to the core
symptoms of ADHD (inattention, hyperactivity and impulsivity), patients with ADHD often exhibit
poor social skills, problems with planning and an inability to complete tasks on time [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The
prognosis of ADHD is complicated by comorbidities, and impairments may worsen in adolescence
or adulthood [
        <xref ref-type="bibr" rid="ref4 ref5">4,5</xref>
        ]. Treatment of ADHD is multimodal and may include the use of medication,
psychoeducation, and psychological intervention [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Unfortunately, the current multimodal
approach to ADHD treatment has some shortcomings [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. For example, motivation is crucial for
people with ADHD, and sometimes they lack the motivation to engage in treatment [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In addition,
psychotherapies can be expensive [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and have a high dropout rate [
        <xref ref-type="bibr" rid="ref10 ref11">10,11</xref>
        ]. Therefore, the
introduction of new treatments that promote high motivation may be a good strategy to improve
ADHD outcomes and prognosis. Recent proposals include the use of board games such as chess
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], neurofeedback [
        <xref ref-type="bibr" rid="ref13 ref14">13,14</xref>
        ], virtual reality (VR) [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] or serious video games [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. All of these new
approaches have the potential to motivate and engage people with ADHD during therapy. Serious
video games can indeed be very stimulating and provide immediate reinforcement [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In addition,
they offer several advantages, such as [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] (1) precise control of variables, (2) ease of data collection
that allows assessment of a patient's progress, (3) provision of immediate feedback to the user, and
(4) a more attractive presentation (i.e., a video game format). It is not surprising that several serious
video games have been developed recently for the treatment of ADHD [
        <xref ref-type="bibr" rid="ref16">16-19</xref>
        ]. Treatment for many
disorders, such as ADHD, can be provided through a well-known type of psychotherapy, cognitive
behavioral therapy (CBT). In CBT, patients participate in multiple psychosocial interventions to
improve their mental health. This treatment requires patients to attend several sessions with
specialized therapists. In the case of ADHD, these sessions may be of increasing
difficulty/complexity to allow patients to expand their cognitive abilities and overcome their current
behavioral limitations. Given the importance of rehabilitation for these patients, the use of virtual
reality technology (VR) is helpful. Various studies have shown that VR can help in the rehabilitation
of children with ADHD, including: Flexibility according to the needs of the patients; Eliminating
distractions and creating an effective and safe environment away from real-life hazards; Saving time
and money; Increasing incentives for patients based on their interests; Providing appropriate tools
for conducting various behavioral tests; and Increasing ecological validity; Facilitating a better
understanding of the individual's cognitive deficits and improving them; Assisting therapists in
accurate diagnosis, assessment and rehabilitation; Improving working memory, executive functions
and cognitive processes such as attention in these children. Rehabilitation of children with ADHD
is based on behavioral and physical patterns and therefore lends itself to VR interventions. By
simulating and providing a virtual environment for diagnosis, training, monitoring, assessment and
treatment, this technology is effective for optimal rehabilitation of children with ADHD [
        <xref ref-type="bibr" rid="ref13 ref14 ref15 ref16">13-19</xref>
        ].
However, it is also important to mention some disadvantages. For example, a major problem for
people with ADHD is their susceptibility to some addictions, especially addiction to video games.
Children and adolescents with ADHD are more likely to have internet gaming disorder [20]. Thus,
in developing a serious video game to treat ADHD, a balance must be struck between achieving a
high level of user satisfaction and avoiding an increased risk of becoming addicted to that video
game. Regardless of the factors that influence addiction in the development of a serious video game,
researchers can control the patients who participate in a study because addiction is related to adverse
childhood experiences [21,22] and gaming addiction is specifically related to ADHD severity [23].
Another problem is the lack of evidence of transfer of improvements and benefits. In other words, it
is not known whether improvements in video game performance would translate into improvements
in other cognitive tasks in subjects' daily lives
The aim of this review is to review the studies found in the most popular online research engines
(PubMed, Scopus, Google Scholar) on treating children with ADHD with VR. The keywords used
are "virtual reality", "ADHD", "treatment", "therapy", "video games". The available literature is
limited, but the results of these studies could have a positive impact on the lives of children with
ADHD. This corresponds to a multimodal treatment that can improve life in different areas
(education, family and private life).
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Definition of Attention deficit hyperactivity disorder</title>
      <p>Attention deficit hyperactivity disorder (ADHD) is defined as a neurodevelopmental disorder. The
diagnostic classification is based on the observation of behavioral symptoms. According to the
DSM5, ADHD remains a diagnosis of exclusion and should not be diagnosed if the behavioral symptoms are
better explained by other mental disorders (e.g., psychotic disorders, mood or anxiety disorders,
personality disorders, substance intoxication or withdrawal) [24]. However, comorbidity with other
mental disorders is common. In the DSM-5, the defining symptoms of ADHD are divided into
symptoms of inattention (11 symptoms) and hyperactivity/impulsivity (9 symptoms) [24]. The DSM-5
distinguishes between different manifestations of ADHD: predominantly inattentive (6 or more of 11
symptoms present), predominantly hyperactive/impulsive (6 or more of 9 symptoms present) and
combined manifestations (both criteria met), as well as a partial remission category. Symptoms must
be present in two or more situations for at least 6 months before the age of 12 and must limit or interfere
with social, academic or occupational functioning. In adolescents over 17 years and in adults, five
symptoms per dimension must be present for diagnosis [24]. In adults, the use of validated instruments
such as the Wender-Utah Rating Scale is recommended [25]. In contrast, the ICD-10 classification
distinguishes between childhood hyperkinetic disorder (with at least six symptoms of inattention and
six symptoms of hyperactivity/impulsivity present before the age of 6 years) and hyperkinetic conduct
disorder, a combination of ADHD symptoms and symptoms of oppositional defiant disorder (CD) [26].
In ICD-11 (online publication as of June 2018, printed publication expected in 2022), the latter category
has been removed, as has the exact age limit ("onset during the developmental period, typically in early
to middle childhood"). In addition, the ICD-11 distinguishes five ADHD subcategories, which are
consistent with those of the DSM-5: ADHD in combined form, ADHD in predominantly inattentive
form, ADHD in predominantly hyperactive/impulsive form and two further categories, ADHD in other
form and ADHD in non-specific form. For a diagnosis, the behavioral symptoms must be outside the
normal range of variation expected for the person's age and intellectual abilities [27].
2.1.</p>
    </sec>
    <sec id="sec-3">
      <title>Neuropsychological models of the disorder</title>
      <p>ADHD is related to multiple underlying neurobiological pathways and heterogeneous
neuropsychological (NP) profiles. Twenty-five years ago, ADHD was characterized as a disorder of
inhibitory self-control [28], and an early model of dual pathways distinguished between an
inhibitory/executive function pathway and a motivational/delay aversion pathway (also referred to as
the "cool" and "hot" pathways of executive function in later publications), which are associated with
distinct neurobiological networks [29-31]. Coghill and colleagues [32] distinguished six cognitive
factors in children with ADHD (working memory, inhibition, delay aversion, decision making, timing
and reaction time variability) derived from seven subtests of the Cambridge automated battery of
neuropsychological tests. Attempts to classify patients empirically into subgroups with selective
performance profiles that deviate from the comprehensive NP data collection were inconclusive.
Lambek and colleagues [33], for example, expected to distinguish appropriate subgroups of
performance profiles in children with ADHD using tasks on delay aversion, working memory and
reaction time. However, their analysis revealed subgroups distinguished by severity of impairments
rather than selective profiles. However, some other empirical studies searching for subgroups identified
ADHD-specific performance profiles ("poor cognitive control", [34] "with attention deficits and rapid
processing speed" [35]), among other profiles common to TD controls. Obviously, divergent results
regarding subgrouping may also be related to the different composition of the domains tested, leading
to limited comparability of these studies.</p>
    </sec>
    <sec id="sec-4">
      <title>3. Virtual reality technology</title>
      <p>Virtual reality, also called computer-simulated reality or video-generated environments, is a
computer technology that simulates an imaginary or real environment such as a classroom [36, 37].
Using this technology, users can interact and behave in 3-dimensional environments as they would in
the real world [38]. The application of this technology has developed in education and training,
entertainment, military, medicine, and surgery [36,39,40]. Immersive VR, desktop VR, projective VR
and CAVE (C-Automatic Virtual Environment) are the most used types of virtual reality. The capability
of this technology is based on the rapid construction of various lifelike environments for training and
stimulus control [41-43]. There are many advantages to developing VR systems, such as creating an
environment that meets the patient's needs, providing stability between users and stimuli and a full
record of patient behavior and functioning, enabling rapid feedback, and saving time and money, and
providing a more entertaining tool to motivate patients to use this technology [41,42]. In the
rehabilitation field, VR technologies enable people with impairments and disabilities due to brain
damage to experience everything that is difficult or impossible for them in reality [44,45].</p>
      <p>Nevertheless, health guidelines list possible side effects of VR such as headaches, seizures, nausea,
fatigue, drowsiness, disorientation, apathy and dizziness. These symptoms are associated with
cyberdisease or virtual reality disease. Cyber-sickness as a complex problem is the psychophysiological
response to exposure to VR environments [46,47]. Studies have shown that cybersickness is a barrier
to the use of training or rehabilitation tools in virtual reality environments [48,49].</p>
    </sec>
    <sec id="sec-5">
      <title>4. Effects of using Virtual Reality in children or adolescents with ADHD</title>
      <p>The aim of this review is to determine the effectiveness of VR -based interventions for ADHD
children and adolescents. Our online search revealed that there are few studies of VR -based
interventions targeting cognitive rehabilitation in ADHD children. Most VR studies in ADHD
populations have focused on validating the assessment of attention in a virtual classroom setting
[5054]. Furthermore, there is no consensus on the outcome measures used in the different studies, so there
are few studies that can be compared [55]. However, we have tried to include studies with the same
outcome measures. The type of vigilance and sustained attention requirements imposed in the studies
was significantly lower. It is striking that this is the case when children with ADHD have significant
executive deficits in addition to attentional deficits, such as in planning, executing, and monitoring
actions, which requires the development of self-regulation. In addition, these children's deficits also
affect the scope of activities of daily living, social activities, and leisure time activities</p>
      <p>In summary, despite the limited number of studies, the results suggest that VR -based interventions
help to improve the cognitive performance of children and adolescents with ADHD on vigilance and
sustained attention tasks, reducing the number of omissions and increasing the number of correct
responses to target stimuli with large effect sizes [56]. In contrast, a medium effect on performance was
observed for reaction time to target stimuli and the number of errors per task. This suggests that the
effect is more due to vigilance and less due to improvement in impulsivity or inhibitory control. These
results are of interest because they suggest that VR -based interventions could improve inattention
symptoms and could therefore be very useful in children with ADHD of the inattention subtype, in
whom a greater number of omissions and fewer correct responses were observed [57]. On the other
hand, the results of the Bioulac study [58] showed that children who received VR -based interventions
were better at inhibiting distractors. Moreover, they also showed less impulsivity (with a lower number
of orders). The authors of this study also pointed out the good acceptance of this type of intervention.
However, no improvements were observed by the parents, showing that although there was an
improvement in the parameters of the attention tasks, there was no transfer to activities of daily living
[59], suggesting that there is a need to increase the ecological validity of this type of intervention, as
mentioned by the authors themselves. The simple fact that the environment of the task is changed does
not mean that the task has ecological validity (pressing a button when a stimulus appears). It is necessary
to distinguish between tasks and environment and to carefully analyze and adapt the task so that it has
ecological validity in accordance with age-appropriate requirements and with meaningful value for the
child [60].</p>
      <p>Some authors reported improvements from the training programs and academic performance and a
decrease in ADHD symptoms [61]. In addition, a reduction in performance time in individuals with
ADHD [62] was associated with better performance on attention and executive tasks [41]. In addition,
some studies [63,64] have found that, despite rehabilitation, VR can be useful in identifying attention
difficulties in children with ADHD and improving the reliability of neuropsychological assessments.</p>
      <p>As it has been described above, the heterogeneity of the results between the studies found in the
literature can be seen. Nevertheless, it is not possible to deny the effectiveness of Virtual Reality in the
rehabilitation of the symptoms present in ADHD. Moreover, the literature reports advantages not only
relative to an improvement of the symptomatology but to a use of the Virtual Reality also in the
assessment regarding the cognitive functions that can increase the effectiveness of the traditional
instruments. The generalization of the results with respect to the patient’s daily life remains unclear.
Studies that provide virtual environments more specific to the patient’s needs are recommended.</p>
    </sec>
    <sec id="sec-6">
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