Mind–Technology Interaction in the New Digital Era

Special Issue Editors


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Guest Editor
Department of Psychology of Development and Socialization Processes, “Sapienza” University of Rome, Piazzale Aldo Moro 5, 00185 Roma, Italy
Interests: psychological processes in human–computer interaction; well-being in clinical and non-clinical populations; AI and computing science
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Guest Editor
Farmingdale State College, State University of New York (SUNY), Farmingdale, NY, USA
Interests: designing blended experiences; product design; mixed reality; conceptual blending (cognitive linguistics); presence theory; human-computer interaction

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Guest Editor
Computer Science Department, Sapienza University of Rome, Rome, Italy
Interests: HCI; VR; affective computing

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Guest Editor
Psychology Department, Sapienza University of Rome, Rome, Italy
Interests: psychological well-being; behavioral regulation; interplay of technology, physical activity, and health across diverse populations

Special Issue Information

Dear Colleagues,

This Special Issue will focus on the convergence of advanced technology and the human mind, examining the former as both a medium for psychological interventions and a tool for measuring and predicting clinical outcomes, alongside psychological variables. We aim to explore the opportunities and challenges presented by new technological frontiers such as digital interventions, virtual reality, augmented reality, and the metaverse. This issue will also cover how individual and psychological factors shape the effectiveness of these technologies and how technological tools can contribute to measuring and predicting key psychological aspects. Furthermore, studies tackling the application of new computational techniques and artificial intelligence will be of great interest.

The main topics of interest include the following:

  • Relationship between psychological variables and technology, specifically exploring how attitudes towards technology, motivation, and resilience affect its use;
  • Individual mechanisms and technology in psychological interventions, including factors which moderate the effectiveness of technology-mediated psychological interventions;
  • Use cases, outcomes, and challenges of virtual reality, augmented reality, and the metaverse in clinical and health psychology;
  • Technology for measurement and prediction, specifically focusing on new tools for assessing psychological variables and predicting clinical outcomes;
  • Ethical and practical implications, including ethical considerations in the use of technology in psychology, with a focus on the limitations and opportunities of these new frontiers;
  • Artificial intelligence and new computational techniques, including the applications of AI and advanced computational methods in psychological assessment and intervention;
  • Well-being intervention mediated by technology, specifically the role of digital interventions in promoting mental health and well-being.

Dr. Andrea Chirico
Dr. Brian O’Keefe
Dr. Maurizio Mancini
Dr. Tommaso Palombi
Guest Editors

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Keywords

  • psychological process in technology
  • augmented reality
  • well-being
  • human–computer interaction
  • motivation
  • behavioral change processes
  • artificial intelligence

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Published Papers (1 paper)

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Research

11 pages, 667 KB  
Article
Preliminary Research: Effectiveness of an Intervention Program Based on New Technologies for the Improvement of Cognitive and Motor Processes in Children and Adolescents with ADHD: A Randomized Controlled Trial
by Berta Caro-Puértolas, Inmaculada Báez-Tavero, Laura Lemus-Corchero, Laura Rodríguez-Ruiz, Celia Esther Cerezo-Casillas, Ana Inés Cosa-Aguirre, María Dolores Apolo-Arenas and Alejandro Caña-Pino
Eur. J. Investig. Health Psychol. Educ. 2025, 15(9), 167; https://doi.org/10.3390/ejihpe15090167 - 22 Aug 2025
Viewed by 587
Abstract
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most prevalent neurodevelopmental disorders in childhood and adolescence, characterized by symptoms of inattention, hyperactivity, and impulsivity. These symptoms often interfere with academic, social, and family functioning. In recent years, the use of digital tools [...] Read more.
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most prevalent neurodevelopmental disorders in childhood and adolescence, characterized by symptoms of inattention, hyperactivity, and impulsivity. These symptoms often interfere with academic, social, and family functioning. In recent years, the use of digital tools and video games has garnered attention as an innovative and engaging approach for neurocognitive rehabilitation. The primary objective of this randomized controlled study was to investigate the comparative effects of two cognitive intervention approaches—one based on new technologies and one using traditional methods—on attention, inhibitory control, and processing speed in children and adolescents diagnosed with ADHD. Thirty-three participants aged 6–17 years were randomly assigned to either an experimental group (n = 17), which received Nintendo Switch-based therapy, or a control group (n = 16), which received traditional board game therapy. Both interventions lasted 8 weeks and included 16 sessions. Outcomes were assessed using the WISC-V, STROOP, and CARAS-R tests. Results showed significant within-group improvements in both groups. The control group exhibited gains in sustained attention and inhibitory control (CARAS-R and STROOP tests, p < 0.05), while the experimental group improved significantly in processing speed, as measured by the WISC-V (p = 0.001). However, no significant differences were found between groups. These findings suggest that both interventions may be effective for enhancing different cognitive processes in children with ADHD. Importantly, the use of familiar digital technologies like the Nintendo Switch may promote greater motivation and adherence to treatment. Further research with larger samples and long-term follow-up is warranted to validate and extend these preliminary findings, as the current sample size was not powered to detect medium or small effects. Full article
(This article belongs to the Special Issue Mind–Technology Interaction in the New Digital Era)
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