Entertainment Computing, cilt.57, 2026 (SCI-Expanded, Scopus)
This study evaluates the neurocognitive outcomes and user experience of a virtual reality (VR) game-based intervention as an adjunct to pharmacotherapy in children aged 8–12 diagnosed with Attention-Deficit/Hyperactivity Disorder (ADHD). Sixteen participants receiving methylphenidate were randomly assigned to either a VR intervention or control group. Over six weeks, the intervention group engaged in weekly 40-minute sessions involving three VR games (Frame Color Catch, Puzzle, and Stroop Test) targeting attention, impulsivity, and planning. Pre- and post-assessments included the Conners Parent Rating Scale and Revised Child Anxiety and Depression Scale, analyzed using 2 × 2 mixed-design ANOVA with Bonferroni corrections. Simulator Sickness (SSQ), Presence (PQ), and VR System Usability (VRSQ) questionnaires were used to assess comfort and acceptance. Results showed that the VR group had significant improvements in anxiety, behavioral problems, learning difficulties, and hyperactivity/impulsivity, along with better performance in cognitive games. Simulator sickness was generally low—except for disorientation—and presence and usability ratings were high. These findings suggest that VR games combined with medication may support neurocognitive improvement while offering a tolerable and engaging experience for children with ADHD. Larger studies with longer follow-ups are needed to validate these preliminary results.