Unlocking Potential: The Development and User-Friendly Evaluation of a Virtual Reality Intervention for Attention-Deficit/Hyperactivity Disorder
Abstract
:1. Introduction
- What were the design principles in developing the Social VR intervention?
- What were the participants’ perceptions and satisfaction levels regarding the mechanics of the Social VR intervention?
- Were there differences in mechanics underlying the three conditions of Social VR among the three ADHD subtypes?
- What was the level of participants’ satisfaction with the Social VR intervention?
- What was the severity of motion sickness experienced by participants during the Social VR intervention?
2. Deconstructing Social VR: Theoretical Background, Design and Development
2.1. Development Stages
2.2. Theoretical Background
3. Methods
3.1. Sample and Procedure
3.2. Measures
- Mechanics of the Social VR
- Was the Social VR interesting? (Interesting)
- Did you find it easy to understand the instructions in the scenarios? (Instruction)
- Did you find each scenario easy to start? (Easy to start)
- Did you find the headset and controllers easy to use? (Control)
- Has your understanding of the scenario become better as the situations change? (Understand after change)
- How would you rate the visual graphics? (Graphics)
- Did you enjoy the experience?
- Do you want to repeat it?
- Did the experience feel real to you?
- Was the sound quality satisfactory?
- Did you find it easy to understand the activity?
- Do you think it is good overall?
- Did you feel dizzy when playing Social VR?
- Did you experience motion sickness while playing Social VR?
3.3. Statistical Analysis
4. Results
4.1. Sample Characteristics
4.2. Usability
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Social VR Characteristics | Description | |
---|---|---|
General characteristics | ||
Health topics | Social skills for attention-deficit/hyperactivity disorder | |
Targeted age groups | Children aged 6–12 years | |
Other targeted group characteristics | Exclusion criteria: with an IQ lower than 85; with severe physical or learning disabilities; perceived dizziness and motion sickness while using VR | |
Short description of the game idea | A VR program aimed at enhancing social interaction skills and ADHD-related symptoms | |
Target players | Individual | |
Guiding knowledge, behaviour change theory models, or conceptual frameworks | Learning theory, Barkley’s Behavioural disinhibition theory and Brown’s Model of ADHD | |
Intended health behaviour changes | Improvement in social interaction skills | |
Knowledge elements to be learned | Social skills | |
Behaviour change procedures or therapeutic procedures used | Awareness of the problems, intention to take actions, feedback on the actions, practicing the desired actions, repetition, and sustaining the desired behaviours | |
Clinical or parental support needed | Clinical support | |
Data are shared with parent or clinician | Yes | |
Type of game | Everyday life conditions | |
Story | ||
Synopsis | A child has a series of tasks in Mass Transit Railway (MTR), Campus, Market and Restaurant conditions. In the MTR condition, the child needs to start from one destination to another. During their travelling, they must decide how to respond to different contingencies. In the Campus condition, they need to comply with the instruction of the teacher in the scenario. In the Market and Restaurant conditions, they need to purchase a number of items, in which they encounter different daily life interactions | |
How the story relates to targeted behaviour change | Through these scenarios, they learn to comply with rules, etiquette, manner, and properly communicate and interact with others. These improve their attention, initiative, inhibitive, emotional control, and self-control | |
Game components | ||
Player’s game goals and objectives | Social interaction skills training | |
Rules | Restricted social skills training (20 min per session) | |
Game mechanics | MTR, Campus, and Market and Restaurant for social skills, social interaction, attention, initiative, inhibition, self-control and emotional control | |
Procedures to generalise or transfer outside of the game | Mainly help enhance social skills through real-life scenarios | |
Virtual environment | ||
Setting | The scenarios included MTR stations, Compartment, Classroom, Playground, Market, and Restaurant | |
Avatar | ||
Characteristics | The scenarios contain passer-by, teachers, classmate, sales, and waiters to interact with children | |
Abilities | Characters communicate and interact with the children through different events and incidents | |
Game platform(s) needed to play the game | Unity real-time development platform | |
Sensors used | Oculus Quest 2 | |
Estimated play time | 1–2 h |
Condition | Target | Description | Interaction | Instant Feedback |
---|---|---|---|---|
MTR | Social interaction Attention Initiation Inhibition | Participants take the MTR to the destinations required by the instructions. Participants are required to abide by MTR etiquette and manners during the ride. Various passengers and strangers ask the participants for help. Multiple activities take place inside the compartment, training participants’ attention, initiative, and inhibition. |
|
|
Campus | Social interaction Attention Initiation Inhibition | Participants follow the instructions of the teacher and complete each task accordingly. The participants interact with the classmates and teachers. Participants encounter several incidents in the classroom and playground to train their attention, initiation, and inhibition. |
|
|
Market & Restaurant | Social interaction Attention Inhibition Working memory | Participants purchase some items at the market and buy takeaway food at the restaurant according to the instructions. Participants interact with the salespeople and waiters. |
|
|
All Subtypes (N = 25) | Participants with a Combined Subtype (17; 68.0%) | Participants with an Inattentive Subtype (6; 24.0%) | Participants with a Hyperactive–Impulsive Subtype (2; 8.0%) | p Value | |
---|---|---|---|---|---|
Age (years), mean (SD) | 8.72 (2.01) | 9.12 (1.96) | 7.67 (2.25) | 8.5 (0.71) | 0.488 |
Gender, n (%) | 0.007 | ||||
Male | 19 (76.0) | 16 (94.2) | 2 (33.3%) | 1 (50.0) | |
Female | 6 (24.0) | 1 (5.88) | 4 (66.7%) | 1 (50.0) | |
Medication, n (%) | 0.918 | ||||
Yes | 14 (56.0) | 10 (58.8) | 3 (50.0) | 1 (50.0) | |
No | 11 (44.0) | 7 (41.2) | 3 (50.0) | 1 (50.0) | |
Type of school | - | ||||
Mainstream school | 25 (100.0) | 17 (100.0) | 6 (100.0) | 2 (100.0) | |
Glasses worn, n (%) | 0.714 | ||||
Yes | 5 (20.0) | 4 (23.5) | 1 (16.7) | 0 | |
No | 20 (80.0) | 13 (76.5) | 5 (83.3) | 2 (100.0) | |
Previous VR experience, n (%) | 0.783 | ||||
Yes | 1 (4.0) | 1 (6.8) | 0 (0.0) | 0 (0.0) | |
No | 24 (96.0) | 16 (94.2) | 6 (100.0) | 2 (100.0) |
Condition | Mechanics | ADHD Subtypes | Mean | S.D. | Between Groups | ||
---|---|---|---|---|---|---|---|
df | F | p | |||||
MTR | Interesting | Combined | 9.12 | 0.485 | 1 | 0.083 | 0.776 |
HI | 9.00 | 0.000 | |||||
Inattention | 9.17 | 0.408 | |||||
Instruction | Combined | 9.88 | 0.332 | 1 | 0.660 | 0.425 | |
HI | 10.00 | 0.000 | |||||
Inattention | 9.67 | 0.516 | |||||
Easy to start | Combined | 9.35 | 0.493 | 1 | 0.532 | 0.473 | |
HI | 9.50 | 0.707 | |||||
Inattention | 9.33 | 0.816 | |||||
Control | Combined | 9.59 | 0.507 | 1 | 0.226 | 0.639 | |
HI | 9.50 | 0.707 | |||||
Inattention | 9.67 | 0.516 | |||||
Understand after change | Combined | 9.65 | 0.493 | 1 | 2.793 | 0.108 | |
HI | 9.50 | 0.707 | |||||
Inattention | 9.67 | 0.516 | |||||
Graphics | Combined | 9.71 | 0.470 | 1 | 0.100 | 0.755 | |
HI | 9.50 | 0.707 | |||||
Inattention | 9.33 | 0.516 | |||||
Campus | Interesting | Combined | 7.06 | 1.249 | 1 | 2.812 | 0.107 |
HI | 8.00 | 1.414 | |||||
Inattention | 7.00 | 0.894 | |||||
Instruction | Combined | 9.94 | 0.243 | 1 | 0.146 | 0.706 | |
HI | 10.00 | 0.000 | |||||
Inattention | 9.67 | 0.516 | |||||
Easy to start | Combined | 9.29 | 0.470 | 1 | 0.100 | 0.755 | |
HI | 9.00 | 0.000 | |||||
Inattention | 9.83 | 0.408 | |||||
Control | Combined | 9.59 | 0.507 | 1 | 0.159 | 0.694 | |
HI | 9.50 | 0.707 | |||||
Inattention | 10.00 | 0.000 | |||||
Understand after change | Combined | 9.59 | 0.507 | 1 | 0.159 | 0.694 | |
HI | 9.50 | 0.707 | |||||
Inattention | 10.00 | 0.000 | |||||
Graphics | Combined | 8.29 | 0.920 | 1 | 0.021 | 0.887 | |
HI | 8.50 | 0.707 | |||||
Inattention | 7.50 | 0.548 | |||||
Market and Restaurant | Interesting | Combined | 8.18 | 0.529 | 1 | 0.202 | 0.658 |
HI | 8.50 | 0.707 | |||||
Inattention | 7.83 | 0.753 | |||||
Instruction | Combined | 9.59 | 0.795 | 1 | 4.679 | 0.041 * | |
HI | 10.00 | 0.000 | |||||
Inattention | 9.33 | 0.816 | |||||
Easy to start | Combined | 8.41 | 0.795 | 1 | 0.107 | 0.747 | |
HI | 9.50 | 0.707 | |||||
Inattention | 8.50 | 1.049 | |||||
Control | Combined | 7.82 | 0.728 | 1 | 0.002 | 0.963 | |
HI | 7.50 | 0.707 | |||||
Inattention | 7.50 | 0.548 | |||||
Understand after change | Combined | 8.76 | 0.437 | 1 | 0.187 | 0.669 | |
HI | 8.50 | 0.707 | |||||
Inattention | 8.50 | 0.548 | |||||
Graphics | Combined | 9.41 | 0.507 | 1 | 1.609 | 0.217 | |
HI | 9.50 | 0.707 | |||||
Inattention | 9.00 | 0.000 |
Factors of Satisfaction | Experience (Yes), n (%) | Experience (Neutral), n (%) |
Enjoy the experience | 25 (100.0%) | 0 (0.0%) |
Want to repeat it | 25 (100.0%) | 0 (0.0%) |
Feel real | 22 (88.0%) | 3 (12.0%) |
Sound | 20 (80.0%) | 5 (20.0%) |
Easy to understand | 25 (100.0%) | 0 (0.0%) |
Feeling | 25 (100.0%) | 0 (0.0%) |
Motion sickness | No, n (%) | |
Dizziness | 25 (100.0%) | |
Motion sickness | 25 (100.0%) |
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Share and Cite
Wong, K.-P.; Zhang, B.; Qin, J. Unlocking Potential: The Development and User-Friendly Evaluation of a Virtual Reality Intervention for Attention-Deficit/Hyperactivity Disorder. Appl. Syst. Innov. 2023, 6, 110. https://doi.org/10.3390/asi6060110
Wong K-P, Zhang B, Qin J. Unlocking Potential: The Development and User-Friendly Evaluation of a Virtual Reality Intervention for Attention-Deficit/Hyperactivity Disorder. Applied System Innovation. 2023; 6(6):110. https://doi.org/10.3390/asi6060110
Chicago/Turabian StyleWong, Ka-Po, Bohan Zhang, and Jing Qin. 2023. "Unlocking Potential: The Development and User-Friendly Evaluation of a Virtual Reality Intervention for Attention-Deficit/Hyperactivity Disorder" Applied System Innovation 6, no. 6: 110. https://doi.org/10.3390/asi6060110
APA StyleWong, K.-P., Zhang, B., & Qin, J. (2023). Unlocking Potential: The Development and User-Friendly Evaluation of a Virtual Reality Intervention for Attention-Deficit/Hyperactivity Disorder. Applied System Innovation, 6(6), 110. https://doi.org/10.3390/asi6060110