Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners
Abstract
:1. Introduction
2. Materials and Methods
3. Results
3.1. The Impact of Video Games on WM
3.2. The Impact of Video Games on EFs
3.3. The Impact of Video Games on Both WM and EFs
4. Discussion
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
Abbreviations
ADHD | Attention Deficit and Hyperactivity Disorder |
ASD | Autism Spectrum Disorder |
AR | Augmented Reality |
AVG(s) | Action-Video Game(s) |
BRIEF(2) | Behavioral Rating Inventory of Executive Functions (Version 2) |
EFs | Executive Functions |
ExG(s) | Exergame(s) |
HBSC | Health Behaviour in School-aged Children study |
SG(s) | Serious Game(s) |
SLDS | Specific Learning Disorder |
UDL | Universal Design for Learning |
VR | Virtual Reality |
WM | Working Memory |
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Authors (Year) | Country | Study Type | Dependent or Observed Variable | Sample Age | Sample (n.) | Type of Video Game | Aim | Main Results |
---|---|---|---|---|---|---|---|---|
Bul et al. (2016) [9] | Netherlands and Belgium | Experimental - EG: SG training - CG: waiting list condition | WM (secondary outcomes) | 8–12 | ADHD (170) | SG “Plan-It Commander” | Examining the effects of this SG on time management skills (primary outcome), social skills of responsibility and WM (secondary outcomes). | EG achieved significantly greater improvements in WM (p = 0.02, Cohen’s d = 0.51). The CG reached the same results after receiving the training (p = 0.001, Cohen’s d = 0.61). |
Chacko et al. (2013) [54] | USA | Experimental - EG: training condition - CG: placebo condition | WM | 7–11 | ADHD (85) | SG “Cogmed: Working Memory Training” (CWMT) | Determining the benefits of CWMT on various outcomes, including WM. | EG demonstrated significantly greater improvements in verbal and nonverbal WM (namely AWMA Digit Recall, p = 0.005, d = 0.28; AWMA Dot Matrix, p < 0.001, d = 1.17) but not in its updating (e.g., AWMA Listening Recall, p = 0.728). |
Khalili Kermani et al. (2016) [55] | Iran | Experimental - EG: WM training - CG: no activity | Verbal WM | 8–12 | ADHD (60) | SGs (created for this investigation) | Verifying the effect of novel WM training in the form of structured games on ADHD children. | EG significantly enhanced verbal WM (F(1, 58) = 5.326, p = 0.033) compared to CG. |
Łuniewska et al. (2018) [20] | Poland | Experimental - EG 1: AVGs training - EG 2: Phonological non-AVGs - CG: No training | Reading ability, phonological WM | 9–13 | Dyslexia (54) | AVGs “Rayman Raving Rabbids” | Testing how two forms of training, based on AVGs and on phonological non-action video games (PNAVGs), affect reading and other cognitive constructs, including phonological WM. | While EG 1 and 2 increased in phonological WM more than CG (F(1, 52) = 15.53, p < 0.001, η2 = 0.23), the difference was not statistically significant (F (Group effect) = 0.01, p = 0.94; F(Group × Time) = 0.34, p = 0.56). |
Priya & Varathan (2025) [56] | India | Quasi-experimental - EG: training intervention | Visuo-spatial WM | 11–16 | ASD (30) | SGs and “Super Mario” with Leap Motion Controller | Evaluating the impact of gesture gaming on dexterity, grip strength and WM in individuals with ASD. | EG improved visuo-spatial WM in post-test in the Backward Span (t = −42.8, p < 0.05) and in the Forward Span (t = −35.3, p < 0.05). These enhancements are maintained at follow-up BS (t = −42.7, p < 0.05) and FS (t = −33.5, p < 0.05). |
Authors (Year) | Country | Study Type | Dependent or Observed Variable | Sample Age | Sample (n.) | Type of Video Game | Aim | Main Results |
---|---|---|---|---|---|---|---|---|
Benzing and Schmidt (2019) [6] | Switzerland | Experimental - EG: training condition - CG: waiting list condition | Inhibition, shifting and updating | 8–12 | ADHD (51) | ExGs “Shape Up” | Investigating the effects of cognitively and physically demanding exergaming on EFs, ADHD symptoms and motor abilities. | EG improved the reaction times in inhibition (F(2, 48) = 4.08, p = 0.049, d = 0.58) and shifting (F(2, 48) = 5.09, p = 0.029, d = 0.65), no changes in updating (F(2, 48) = 0.50, p = 0.482, d = 0.20). |
Benzing et al. (2018) [57] | Switzerland | Experimental - EG: acute PA with ExGs training - CG: sedentary activity | Visual WM, inhibition and shifting | 8–12 | ADHD (46) | ExGs “Shape Up” | Verifying the effects of an acute bout of physical activity on multiple aspects of EFs (inhibition, switching, and visual working memory). | EG performed significantly faster RT in inhibition (FFlanker(2, 43) = 5.69, p = 0.022, η2p= 0.117) and shifiting (FFlanker(2, 43) = 5.50, p = 0.024, η2p= 0.113), but there was no significant difference in the accuracy of the two tasks (congruent (FFlanker(2, 43) = 2.01, p = 0.157, η2p = 0.046), incongruent (FFlanker(2, 43) = 0.09, p = 0.770, η2p = 0.002) shifting trials (FFlanker(2, 43) = 0.26, p = 0.616, η2p= 0.006) nor in visual WM (FColor span(2, 43) = 0.00, p = 0.995, η2p = 0.013). |
Di Giusto et al. (2023) [58] | Italy | Pilot study EG: VR training | Inhibition and shifting | 7–11 | SLDs (24) | Ad hoc video game training “Vitamin” | Examining whether a VR-rehabilitation program may have positive effects on the EFs of children with SLDs. | EG scores improve significantly for inhibition (t = −2.985, p = 0.007, d = 0.609) and shifting (Mazes Subtest: z = −2.765, p = 0.006, r = 0.743) in post-test and after 6 months follow-up. |
Dörrenbächer & Kray (2019) [59] | Germany | Experimetal - EG: gamified training - CG: standard training | Motivation, shifting and inhibition | 8–13 | ADHD (26) | Ad hoc video game training “Watermon Battle” | Investigating how a game-based training environment influences motivational variables and executive control during task-shifting training. | EG improved in motivation, but not in shifting and inhibition: no significant group differences were found in shifting costs or incompatibility effects (both p < 0.22, BF10 < 0.65), nor in group × session interactions (F(1, 24) = 3.41, p = 0.08, η2p = 0.13, BF10 = 1.49); all group effects (p > 0.16, BF10 < 0.76). |
Makkar et al. (2022) [60] | India | Experimental - EG: VG and transcranial therapy - CG: only VG | Inhibitory control and shifting | 10–16 | ADHD (61) | AVGs “Prince of Persia” | Determining the effectiveness of transcranial direct current stimulation (tDCS) compared to AVGs on the EFs in children with ADHD. | The CG (only VG condition) obtained no statistically significant results in shifting (F = 0.639, p = 0.530) and significative enhancements in inhibition (F = 5.733, p = 0.003), but less than EG. |
Rafiei Milajerdi et al. (2021) [8] | Iran | Experimental - EG 1: SPARK training - EG 2: ExGs training - CG: treatment as usual | Inhibition and shifting | 6–10 | ASD (60) | ExGs “Kinect Tennis” and SPARK program | Investigating the effects of two types of interventions, Sports, Play and Active Recreation for Kids (SPARK) and ExGs (Kinect), on motor skills and EFs. | EG 2 displayed the main effects of more correct responses in inhibition and shifting (F(2, 53) = 5.43, p < 0.01, partial η2 = 0.17) than children in the other two groups. |
Sepehri Bonab et al. (2024) [7] | Iran | Experimental - EG: ExG and sedentary VG - CG: no activity | Inhibition and shifting | 7–10 | ASD (40) | ExG “Kinect Sports Season 2” and sedentary VG “Kinect Adventures” in VR | Evaluating the efficacy of ExGs and sedentary VG on EFs and emotional regulation on children with ASD. | EG significantly improved in inhibition (t(19) = 5.99, p = 0.001) and shifting (t(19) = 7.37, p = 0.001). |
Authors (Year) | Country | Study Type | Dependent or Observed Variable | Sample Age | Sample (n.) | Type of Video Game | Aim | Main Results |
---|---|---|---|---|---|---|---|---|
Bikic et al. (2018) [61] | Denmark | Experimental - EG: computerised training - CG: treatment as usual | Spatial WM, inhibition and shifting (secondary outcomes) | 6–13 | ADHD (70) | Ad hoc video game training “ACTIVATE™” | Exploring the effects of a computer training program targeting multiple cognitive functions | EG found no significant beneficial effects on secondary outcome measures (spatial WM, p = 0.096; inhibition, p = 0.093; shifting, p = 0.13). |
Dovis et al. (2015) [62] | Netherlands | Experimental - EG 1: full-active condition - EG 2: partially active condition - CG: placebo condition | Visuospatial WM, inhibition and cognitive flexibility | 8–12 | ADHD (89) | Ad hoc video game training “Braingame Brian” | Evaluating the short- and long-term effects of a gamified training intervention targeting specific cognitive abilities. Additionally, assessing the specific effects of the inhibition and cognitive flexibility training task. | Only EG 1 showed improvement in the measures of visuospatial STM and WM (CBTT-forward: F(1, 59) = 11.03, p < 0.01, η2p = 0.16; CBTT-backward: F(1, 59) = 5.98, p < 0.05, η2p = 0.09) and interference control (F(1, 59) = 6.53, p < 0.05, η2p = 0.10. Inhibitory performance improved in EG 1 (F(1, 59) = 5.73, p < 0.05, η2p = 0.09) and EG 2 (F(1, 56) = 4.22, p < 0.05, η2p = 0.07). |
Franceschini et al. (2017, Study 4) [5] | Italy | Quasi-experimental - EG 1: AVGs training - EG 2: Non AVGs training | Shifting and phonological WM | 7–14 | Dyslexia (28) | AVGs “Rayman Raving Rabbids” | Testing reading skills, phonological working memory and attentional shifting in English-speaking children with dyslexia. | EG 1 enhanced phonological WM (F (1, 25) = 5.277, p = 0.030, η2 = 0.174) and attentional shifting (t(15) = 1.765, p = 0.049, Cohen’s d = 0.65) after AVGs training. |
Johnstone et al. (2017) [63] | Australia | Experimental - EG: WM, inhibitory control training - CG: waiting list control | WM and inhibitory control | 7–11 | ADHD (85) | SG “Focus Pocus” | Examining the efficacy of combined WM, inhibitory control and neurofeedback training in children with ADHD and subclinical ADHD. | EG significantly improved in inhibitory control (F(2, 39) = 5.286, p = 0.007, partial η2 = 0.12), but not in WM after training. |
Luo et al. (2024) [64] | China | Pilot Study - EG: ADHD sample - CG: typical sample | WM and inhibition | 6–12 | ADHD (55) Typical (55) | SG “Save the Muse Home” | Assessing the effectiveness of SG therapy software for children with ADHD and evaluating its suitability and effectiveness in improving the cognitive ability of neurotypical children. | EG’s improvements in WM (BRIEF MI (B = 11.05, p < 0.05; fewer early saccades: B = 0.34, p < 0.05). Inhibition is not improved in BRIEF BRI (p > 0.05), but in CPT (commission errors: B = 15.47, p < 0.001) and the anti-saccade task (correct rate: B = −10.65, p < 0.05). |
Martin–Moratinos et al. (2025) [65] | Spain | Experimental - EG: SG training and treatment as usual - CG: treatment as usual | Spatial WM, inhibition and shifting | 7–18 | ADHD (76) | SG in VR “The Secret Trail of Moon” | Evaluating the impact of 20-session treatment with this SG in VR on emotional regulation and executive functioning. | EG obtained significant improvements in spatial WM (F(1, 55) = 4.08, p =.05, η2 = 0.06), inhibition (F(1, 55) = 3.89, p = 0.05, η2 = 0.06) and shifting (F(1, 66) = 4.06, p = 0.04; η2 = 0.05). |
Medina et al. (2021) [10] | Spain | Experimental - EG: educational SG - CG: commercial no educational VG | Visuo-spatial WM, inhibitory control and shifting | 8–11 | ADHD (29) | SGs “KAD_SCL_01 Program” (different SGs in a platform) | Comparing training with a smart, digital, cognitive stimulation program (KAD_SCL_01) and training with 3 commercial VGs to evaluate the most effective in neurocognitive rehabilitation. | EG only improved in visuo-spatial WM (β = −0.84, SE = 0.38, t(27) = −2.24, p = 0.03), inhibitory control (reduction in commission errors: p = 0.03, Hedge’s g = −0.62) and shifting (t(14) = 2.32, p = 0.03). |
Nekar et al. (2022) [66] | South Korea | Experimental - EG: ExGs in AR training - CG: conventional cognitive training | WM, inhibition and shifting | 6–18 | ASD (24) | ExGs in AR “UINCARE” | Investigating the effects of AR using motivational games with cognitive–motor exercises on RRBs, EFs, attention and reaction time in patients with ASD. | EG obtained significant improvements in WM (Time × Group: F = 11.407, p < 0.01), shifting (RT: F = 7.184, p < 0.05; AR: F = 6.349, p < 0.05) and inhibition (RT: F = 5.200, p < 0.05; AR: F = 4.351, p < 0.05). |
Revollo-Carillo et al. (2024) [67] | Colombia | Pilot Study - EG: training intervention - CG: waiting list | WM, inhibition and cognitive flexibility | 8–12 | ADHD (34) | Ad hoc video game training “Braingame Brian” | Assessing the potential of this intervention on EFs in children with ADHD | EG improved in WM (F(1, 32) = 19.172, p < 0.05, h2p= 0.98), inhibition (F(1, 32) = 5.008, p < 0.05, h2p= 0.58) and cognitive flexibility (number of categories achieved (F (1, 32) = 10.874, p < 0.05, h2p= 0.89); number of errors (F(1, 32) = 4.668, p < 0.05, h2p= 0.55). |
Rodrigo-Yanguas et al. (2023) [39] | Spain | Experimental - EG: TSTM training - EG 2: TC training - CG: no intervention | WM, inhibition and shifting | 12–22 | ADHD (105) | SG “The Secret Trail of Moon” | Evaluating the efficacy of TSTM or TC as add-ons in stable, optimally medicated ADHD patients. | EG 1 and EG 2 did not improve WM (p = 0.99), inhibition (p = 0.60) or shifting (p = 0.39) abilities after both training. |
Smith et al. (2020) [68] | USA and China | Experimental - EG: training condition - CG: treatment as usual | Verbal WM and inhibition (secondary outcome) | 5–9 | ADHD (92) | Ad hoc video game training “IBBS” (Integrated Brain, Body and Social intervention) | Evaluating the efficacy of an IBBS intervention (computerised cognitive remediation training, physical exercises and a behaviour management strategy) for children with ADHD. | EG showed significant improvement in a verbal WM task (F(1, 69) = 4.00, p = 0.049, d = 0.27); however, this result disappeared after correcting for multiple group comparisons. |
Van der Oord et al. (2014) [69] | Netherlands | Experimental - EG: training condition - CG: waiting list condition | WM, inhibition and cognitive flexibility | 8–12 | ADHD (40) | Ad hoc video game training “Braingame Brian” | Testing the short- and long-term efficacy (9 weeks follow-up) of executive functioning remediation training with game elements for children with ADHD. | EG showed significantly more improvement than those in the CG on parent-rated WM, inhibition and cognitive flexibility (BRIEF total EFs score (F(1, 35) = 6.84, p < 0.05, η2 = 0.16). Effects were maintained at follow-up. |
Wexler et al. (2020) [70] | USA | Quasi-experimental - EG 1: cognitive training (t1) + treatment as usual (t2) - EG 2: treatment as usual (t1) + cognitive training (t2) | WM and inhibition | 6–8 | ADHD (73) | Ad hoc video game training “C8 Sciences” | Evaluating the effectiveness of an integrated programme of cognitive training exercises, both computer-based and physical. | EG 1 and EG 2 improved in WM (pre-post mean, from 9.4 to 14.1, p = 0.009) and inhibition (Flanker incongruent accuracy (from 85% to 91%, p = 0.02); RT reduction in correct trials (from 1.4 s to 0.9 s, p = 0.003); no-go accuracy (from 33% to 44%, p = 0.01)) after receiving training. |
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Basciano, M.; Bisagno, E.; Cadamuro, A. Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners. Multimodal Technol. Interact. 2025, 9, 56. https://doi.org/10.3390/mti9060056
Basciano M, Bisagno E, Cadamuro A. Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners. Multimodal Technologies and Interaction. 2025; 9(6):56. https://doi.org/10.3390/mti9060056
Chicago/Turabian StyleBasciano, Martina, Elisa Bisagno, and Alessia Cadamuro. 2025. "Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners" Multimodal Technologies and Interaction 9, no. 6: 56. https://doi.org/10.3390/mti9060056
APA StyleBasciano, M., Bisagno, E., & Cadamuro, A. (2025). Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners. Multimodal Technologies and Interaction, 9(6), 56. https://doi.org/10.3390/mti9060056