adhd rehabilitation through video gaming: a systematic review using prisma guidelines of the current...
DESCRIPTION
Empirical research studies have highlighted the need to investigate whether video game can be useful as a tool within a neuropsychological rehabilitation program for attention deficit hyperactivity disorder (ADHD) patients. However, little is known about the possible gains that this kind of video game-based interventions can produce and even if these gains can be transferred to real life abilities. The present paper aims to uncover key information related to the use of video game in ADHD neuropsychological rehabilitation/intervention by focusing on its gains and its capability to transfer/generalize these gains to real life situation via a systematic review of the empirical literature. The PRISMA guidelines were adopted. Internet-based bibliographic searches were conducted via seven major electronic databases (i.e., PsycARTICLES, PsycINFO, Web of Science, Core Collection BIOSIS Citation Index, MEDLINE, SciELO Citation Index, and PubMed) to access studies examining the association between video game interventions in ADHD patients and behavioral and cognitive outcomes. A total of 14 empirical studies meeting the inclusion criteria were identified. The studies reported the attention, working memory, and the behavioral aspects as the main target of the intervention. Cognitive and behavioral gains were reported after the video game training (VGT). However, many bias related to the choice of outcome instruments, sampling and blindness of assessors, weaken the results power. Additional researches are important to clarify the effects and stability of the VGT programs, and an important effort should be made to construct better methods to assess improvements on everyday cognitive abilities and real world functioning.TRANSCRIPT
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October 2015 | Volume 6 | Article 1511
REVIEWpublished: 22 October 2015
doi: 10.3389/fpsyt.2015.00151
Frontiers in Psychiatry | www.frontiersin.org
Edited by:
Ashok Mysore,
St. John’s Medical College Hospital,
India
Reviewed by:
Magdalena Romanowicz,
Stanford University, USA Johnson Pradeep,
St. John’s Medical College
Hospital, India
*Correspondence:
Thiago Strahler Rivero
Specialty section:
This article was submitted to Child
and Neurodevelopmental Psychiatry,
a section of the
journal Frontiers in Psychiatry
Received: 12 May 2015
Accepted: 09 October 2015
Published: 22 October 2015
Citation:
Strahler Rivero T, Herrera Nuñez LM,
Uehara Pires E and
Amodeo Bueno OF (2015) ADHD
rehabilitation through video gaming: a
systematic review using PRISMA
guidelines of the current findings and
the associated risk of bias.
Front. Psychiatry 6:151.
doi: 10.3389/fpsyt.2015.00151
ADHD rehabilitation through videogaming: a systematic reviewusing PRISMA guidelines of the
current findings and theassociated risk of biasThiago Strahler Rivero1* , Lina Maria Herrera Nuñez 2 , Emmy Uehara Pires 3 and
Orlando Francisco Amodeo Bueno1
1 Grupo de Investigação em Memória Humana, Departamento de Psicobiologia, Universidade Federal de São Paulo,
São Paulo, Brazil, 2 Departamento de Psicologia, Universidad Libre, Cali, Colombia, 3 Departamento de Psicologia,
Universidade Federal Rural do Rio de Janeiro, Seropédica, Brazil
Empirical research studies have highlighted the need to investigate whether video game
can be useful as a tool within a neuropsychological rehabilitation program for attention
deficit hyperactivity disorder (ADHD) patients. However, little is known about the possible
gains that this kind of video game-based interventions can produce and even if these
gains can be transferred to real life abilities. The present paper aims to uncover key
information related to the use of video game in ADHD neuropsychological rehabilitation/
intervention by focusing on its gains and its capability to transfer/generalize these gains
to real life situation via a systematic review of the empirical literature. The PRISMA guide-
lines were adopted. Internet-based bibliographic searches were conducted via seven
major electronic databases (i.e., PsycARTICLES, PsycINFO, Web of Science, Core
Collection BIOSIS Citation Index, MEDLINE, SciELO Citation Index, and PubMed) to
access studies examining the association between video game interventions in ADHD
patients and behavioral and cognitive outcomes. A total of 14 empirical studies meetingthe inclusion criteria were identified. The studies reported the attention, working memory,
and the behavioral aspects as the main target of the intervention. Cognitive and behav-
ioral gains were reported after the video game training (VGT). However, many bias related
to the choice of outcome instruments, sampling and blindness of assessors, weaken the
results power. Additional researches are important to clarify the effects and stability of the
VGT programs, and an important effort should be made to construct better methods to
assess improvements on everyday cognitive abilities and real world functioning.
Keywords: neuropsychological rehabilitation, video game intervention, ADHD, real life, systematic review, PRISMA
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October 2015 | Volume 6 | Article 1512
Strahler Rivero et al. ADHD rehabilitation through video gaming
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INTRODUCTION
RationaleAttention deficit hyperactivity disorder (ADHD) is the most com-mon childhood behavioral disorder and typically first diagnosedduring the school years (1, 2). It is characterized by inappropriateand persistent symptoms o inattention and/or hyperactivity/
impulsivity that interere in the quality o school, social and workunctioning in daily lie (3). ADHD individuals tend to have awide spectrum o everyday problems, including sel-regulationdeficits, behavioral, social, and motivational symptoms rangingrom heightened levels o aggression, poor sustained attention,cognitive flexibility deficits, shortened reward delay gradient,lower working memory span, difficulties on response inhibition,and temporal processing (4). ADHD can be treated using com-bined interventions, including stimulant medications, behavioraltherapy, parent psychoeducation, and cognitive and social skillstraining (5). Several studies are ocusing on the impact o reha-bilitation programs or ADHD patients, some o them aiming atthe restorative (drill and practice) treatment, others taking into
consideration the everyday lie impact o the training (unctionalapproach).
New tools are being tested and implemented in the ADHDtreatment as an approach to tap engagement, scaling, and adap-tive training, such as virtual reality, neuroeedback, and videogames. Games are now, more popular than ever in history, withnumbers o players escalating to larger number every year (6).Although, many would argue that games can have detrimentaleffects, video games demonstrate a capacity to enhance cognitivetasks based on principles varying rom probabilistic inerence toocused attention (7). Te use o health games has been a recenttrend to serve as an ancillary mechanism in assisting individualswith cognitive problems (8–11). From a therapeutic perspective,
this cognitive boost given by the video game could then be usedin psychiatric and neurologic conditions treatment, where tradi-tionally, the usual cognitive rehabilitation techniques are used toimprove outcomes in conditions such as ADHD.
raditional Computer-based training (CompB) uses sof-wares designed to help patients improve cognitive unctioningthrough sessions involving repetitive exercises. Few o them have
video game elements that enhance the training effectiveness andthe engagement with the treatment process; the latter directlyinfluences drop rates and the overall efficiency o the trainingprogram (12).
Video game training (VG) shows the same characteristics asthe CompB, plus the video game elements. Green and Bavelier
(13) suggested that video game has a causal role in increasing thenumber o items kept in visual attention. Initial studies, inves-tigating a single administration o video game in children andadolescents with ADHD, report that video game use promotesa state o great cognitive perormance (by promoting cognitiveeedback), increasing the activation state and excitement oparticipants (promoting enhanced motivational perormance),increasing attention (14–16), and inhibitory responses (11, 17).Te use o VG in rehabilitation process employs video game ele-ments (mechanisms, dynamics, and esthetics), which empowerthe learning and motivational process, and add CompB
characteristics, such as adaptive difficulty, database settings,and big data tools to work with much inormation generated viatraining.
Many studies have investigated the impact o video game usein behavior, habits, personality, and cognitive skills. Regardingcognition, studies indicate that healthy video game players out-perorm non-players in the perormance o various tasks related
to cognitive abilities, such as probabilistic inerence, visual acuity, visual search capability in the ace o distractors, visuospatialattention, divided attention, hand–eye coordination, time per-ception in milliseconds, and reaction time (18, 19).
In act, in ADHD participants, some studies suggest that videogame promotes an optimal cognitive perormance by providingcontinuous eedback (20), improving attention (16), and inhibi-tory control (11), and heightening the activation/arousal state,which enhances motivational perormance (11). It is importantto investigate i these video game benefits can be employed tocreate new treatment protocols or use with ADHD patients.Some authors still support the idea that high motivational statepromotes release o striatal dopamine (11, 14). Is it possible that
this neurobiological state o increased motivation could increasethe treatment engagement, thus decreasing the dropout rates?What are the challenges aced during the implementation o
video games based treatment protocols? What kind o bias affectsevaluation o using video games in the treatment o ADHD?
Te current systematic review aims to bridge a gap in theliterature related to the use o videogames in the treatment oADHD. It employs Preerred Reporting Items or SystematicReviews and Meta-Analyses (PRISMA) guidelines.
ObjectivesTis review investigates and synthesizes a comprehensive set ocognitive gains resulting rom controlled studies employing video
games as an intervention or ADHD and the risks o bias involvedin such evaluations. It also seeks to provide critical inormationon the assessment o generalizability o such cognitive gains toreal world situations.
METHODS
Tis review was perormed according to the PRISMA guidelines(21), thus providing a comprehensive ramework which objec-tively assesses indicators o quality and risk o biases o includedstudies.
Protocol and RegistrationTe protocol or this review was not previously registered.
Eligibility CriteriaAll original studies investigating the phenomenon o neuropsy-chological rehabilitation via video game technologies or ADHDand the resultant gains and transer o such gains to real liesituations were eligible or this systematic review. Further criteriaadopted were: (i) publication date between 2000 and 2014, (ii)being an empirical study, (iii) written in English, Spanish orPortuguese language, (iv) published in a scholarly peer-reviewed
journal, (v) conducted an intervention/rehabilitation/treatment
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or ADHD using video game technology, and (vi) a cognitive orcognitive-related construct objectively delimited as the aim o
video game use. Additionally, studies were excluded rom reviewi they were: (i) single-case report, (iii) single intervention ses-sion, (iv) insufficient data to be analyzed, and (v) non-cognitiveor behavioral training (i.e., only motor training).
Information Sources and SearchStudies were identified by searching relevant papers via EBSCO(2000-August, 2014-December), and included the ollowing elec-tronic databases: Academic Search Complete, PsycARICLES,PsycINFO; via Web o Science (2000-January, 2014-December),which included Web o Science Core Collection, BIOSIS CitationIndex, MEDLINE, SciELO Citation Index. In addition, therewas an independent literature search on PubMed (2000-August,2014-December). Finally, reerence lists o retrieved studies werehand searched in order to identiy any additional relevant studies.Key words and combination o key words were used to search theelectronic databases and were organized ollowing the PopulationIntervention Comparison Outcome (PICO) model (Figure 1). In
this model, the search strategy can be organized based on thetopics: population (P), intervention (I), control group (C), andoutcome (O) and several searches in the aorementioned data-bases. Further, seven more studies retrieved rom a reerence inanother study (22–25) were included.
(“attention deficit hyperactivity disorder” OR ADHDOR ADD OR “attention-deficit/hyperactivity disorder”
OR “Attention Deficit Disorder with Hyperactivity”OR “Attention Deficit Hyperactivity Disorders” OR“Attention Deficit-Hyperactivity Disorders”) AND(video gam* OR computer gam* OR videogame ORgame base OR game like OR game intervention) AND(treatment OR rehabilitation OR intervention) AND(cognitive unctions OR ollow-up assessment OR
generalization OR transer effects)
Study Selection and Data CollectionProcessesAfer perorming the initial literature searches, each study titleand abstract was screened or eligibility by the first author. Fulltext o all potentially relevant studies were subsequently retrievedand urther examined or eligibility. Te PRISMA flow diagram(see Figure 1) provides more detailed inormation regarding theselection process o studies. Inormation rom the included stud-ies was then analyzed and recorded in an electronic spreadsheetdesigned by the first author. Different types o data were extractedrom each study including: (i) country in which the data were
collected and participants’ characteristics, (ii) cognitive unctionintervention target, (iii) intervention protocol, (iv) risk o bias inindividual studies, (v) ollow-up assessment, (vi) Generalizationand transer effects, and (vii) limitation, among others.
Te Cochrane Collaboration’s tool or assessing risk o bias wasadopted to evaluate the risk o bias in individual studies (7, 26).Te ollowing risk o biases was analyzed: (i) selection bias (i.e.,biased allocation to interventions due to inadequate generation
Electronic database searches
(n = 677)
Hand search reference lists
(n = 7)
Titles and abstracts initially
screened
(n = 684)
Full-text articles assessed
for eligibility
(n = 18)
Full-text articles excluded
Insufficient data n = 1
Noncognitive and behavioral target n = 2
Single intervention session n = 1
Total n = 4
Studies included for review
(n = 14)
Records excluded after title and
abstract examination
(n = 666)
n o i t a c i f i t n e d I
S c r e e n i n g
E l i g i b i l i t y
I n c l u d e d
FIGURE 1 | PRISMA flow diagram of the study selection process.
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o a randomized sequence, mainly addresses group allocationproblems and outcome interpretation), (ii) perormance bias (i.e., biases due to the knowledge o the allocated interventionsby participants and personnel during the study), (iii) detectionbias (i.e., biases due to knowledge o the allocated interventionsby outcome assessors), (iv) attrition bias (i.e., biases due to theamount, nature or handling o incomplete outcome data), and (v)
reporting bias (i.e., bias resulting rom selective outcome report-ing and/or not reporting relevant results outcomes that wouldhave been expected to be reported [see or a complete descriptionHiggins and Green (7, 26)].
As a complement to these types o biases mentioned, other twotypes were included (i) sampling bias (i.e., bias resulting in sam-ples that do not represent the study population, mainly related tosubject selection problem which undermines the generalizationo results) and (ii) measurement bias (i.e., bias due to inappropri-ate use o scales or tests to measurement o ADHD symptomsand cognitive unctions mainly related to non-validated criteriaor inconsistent use).
RESULTS
Study SelectionTis review identified 677 studies (EBSCO n = 352; Web oScience n = 283; PubMed n = 42) afer the initial search in theaorementioned electronic databases and seven (n = 7) retrievedrom a list o reerences contained in another study was includedin the identification process. Te screening phase involved theexamination o titles and abstracts o all studies identified. Tisprocess resulted in 666 studies being excluded, as they weredeemed not suitable or the present review. A total o 358 stud-ies were not exclusively dealing with ADHD patients; 211 didnot employ video games or intervention; 97 were studies not
ocused on cognitive unctions. Consequently, 18 studies wereselected or the eligibility phase. Out o these, our studies wereexcluded mainly or (i) insufficient data to be analyzed (n = 1), (ii)non-cognitive or behavioral training (i.e., only motor training)(n = 2), and (iii) single intervention session (n = 1). Followingthis procedure, 14 empirical studies ully met the previouslystipulated eligibility criteria or inclusion in the systematic reviewprocess (see Figure 1).
Study CharacteristicsMore inormation about the essential methodological eaturesand general characteristics o all reviewed studies can be ound
alongside Tables 1 and 2.
Country in Which the Data Were CollectedFour studies were rom the United States (27–30, 32, 35–37), twowere rom Te Netherlands (9, 27), two rom Singapore (30, 36),two rom United Kingdom (34, 37), two rom Sweden (38, 39),one rom Germany (33), and another one rom Australia (31).
ParticipantsTe studies reviewed included 715 participants. In terms ogender distribution (1), the vast majority o the studies reviewed
recruited more male participants (n = 543, 75.92%) than emaleparticipants (n = 172, 24.08%). Not surprisingly, all o thereviewed studies explicitly included children samples.
Furthermore, all studies enrolled ADHD participants,eight studies included inattentive and combined ADHDsubtypes (27–30, 35–38) and one study included hyperactivesubtype alongside with combined and inattentive (31). Other
studies did not speciy the participants ADHD subtype (9,32–34, 39)
Stimulant medication is a common conounder in videogame treatment studies. In a clinical study, beore starting therehabilitation process, it is important to know the effects o themedication use in the participant and how long these effectshave been occurring. Tis caution ensures the reliability o theobserved effects and results. Five studies recruited medicationree participants. Six studies had nearly 75% o its participantson medications. In three studies, over 90% o the subjects wereon medications.
Finally, the intelligence o the children and adolescents withADHD is relevant inormation or the pre-assessment and
intervention. All selected studies included a measure o intel-ligence quotient (IQ) as an exclusion criterion [such as WechslerIntelligence Scale or Children (WISC), Wechsler AbbreviatedScale o Intelligence (WASI), Raven’s Matrices], but three did notprovide this inormation (32, 35, 37)
Operationalization of Cognitive Treatment TargetsOperationalization o a cognitive unction comprises describinghow a treatment target was objectively defined and characterizedin the reviewed studies. Six studies (28, 30, 32, 33, 36, 37) targetedseveral attention unction such as selective, sustained, orienting,divided, vigilance, and alternating. Eight studies had their videogame built ocusing on working memory (9, 27, 28, 31, 34, 35,
38, 39) Te other three studies (27, 31, 32) had inhibitory controlabilities as their main treatment target.
Operationalization of Video Games GenreOperationalization o a video game genres aims to describethe game’s mechanics, dynamics, and esthetics employed ineach VG (40). en studies (9, 27, 29–31, 34, 35) employed 3DAdventure mini games, this kind o games employs elements opuzzles, exploring, discovering, and mini games related to brainchallenges. wo games (32, 36) were constructed as simulators,which depict real world situations. Furthermore, one game (28)was a mixed board and computerized brain challenge mini gamesand one game used simple mini games (37).
Methodological Features of StudiesConcerning studies’ key methodological eatures, all reviewedstudies were o empirical nature and the great majority oreviewed studies were randomized controlled trial (RC) (12studies rom 14), ofen considered the gold standard or a clini-cal trial. However, Lim et al. (36) used a controlled trial withoutrandomization and Lim et al. (30), an uncontrolled open-labeltrial, as described in their articles.
en studies used rating scales or collecting data, but ouro them used rating scales only (27, 30, 35, 36), one study (37)
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O c t o b e r 2 0 1 5
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| A r t i c l e 1 5 1
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TABLE 2 | ADHD neuropsychological rehabilitation through video game interventions.
Supporting
research
Type of
study and
design
Country of
origin
Video game
type
Independent outcome measures Post training assessment Follow-u
Rating instruments Cognitive tests
van der Oordet al. (27 )
RCT Netherlands 3D adventuremini games
BRIEF, DBDRS (parentand teacher-rated)
No cognitive tests 6 Weeks of the final train ing day 9 Weeksthe trainin
Tamm et al.
(28 )
RCT United
States of
America
Board and
computadorized
mini games
SNAP-IV. BASC-II, C
GI, ATTC, BRIEF
(parent and
teacher-rated)
TEA-Ch, WISC-IV,
WJ-III, D-KEFS,
Quotient ADHD
system
12 Weeks after baseline NA
Chacko et al.
(25, 29 )
RCT United
States of
America
3D adventure
mini games
DBD (parent and
Teacher-rated)
AWMA, WRAT4-PMV,
CPT
3 Weeks after the final training day NA
Lim et al. (30 ) CT Singapore 3D adventure
mini games
ARS-IV (parent-rated) No cognitive tests After the final training day – week 8 Three on
booster t
Maintena
protocols
Johnstone
et al. (31 )
RCT Australia 3D adventure
mini games
BRS (parent-rated and
other significant adult)
Go no go, Oddball
task, Flanker task,
Couting span,
Digit-span
30–35 days after the pre-training
session
6 Weeks
the trainin
Steiner et al.
(32 )
RCT United
States of
America
Simulator (flying) CRS-R, BRIEF,
BASC-2 (parent and
teacher-rated)
IVA-CPT 1 Month after the intervention NA
Tucha et al.
(33 )
RCT Germany 3D adventure
mini games
No rating scales Computerized
neuropsychological
tasks of attention
After the final training day – Week 8 NA
Prins et al. (9 ) RCT Netherlands 3D adventure
mini games
No rating scales Corsi block Tapping
Test
Week 3 NA
Holmes et al.
(34 )
RCT United
Kingdom
3D adventure
mini games
No rating scales AWMA, WASI After the final training day 6 Months
the trainin
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TABLE 2 | Continued
O c t o b e r 2 0 1 5
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Supporting
research
Type of
study anddesign
Country of
origin
Video game
type
Independent outcome measures Post training assessment Follow-u
Rating instruments Cognitive tests
Beck, et al.
(35 )
RCT United
States of
America
3D adventure
mini games
CRS-R, BRIEF (parent
and teacher-rated)
No cognitive tests Parent: 1 and 4 months after their child
completed the intervention
Teacher:1 month after the intervention
and 4 months after the intervention for
the experimental group
4 Months
the trainin
Lim et al. (36 ) CT Singapore Simulator (racing) ARS-IV (parent and
teacher-rated)
No cognitive tests After the final training day – Week 10 NA
Shalev et al.
(37 )
RCT United
Kingdom
Mini games PRS – Parents Rating
Scale (Parent-rated)
Passage copying,
Math exercises,
Reading
comprehension
Within 2 weeks of completing the
treatment
NA
Klingberg
et al. (38 )
RCT Sweden 3D adventure
mini games
The span-board
task, digit-span, The
stroop interference
task, Raven’s colored
progressive matrices
5–6 Weeks after the baseline 3 Months
the trainin
Klingberg
et al. (39 )
RCT Sweden 3D adventure
mini games
No rating scales Visuospatial WM
task, span board,
stroop task, Raven’s
colored progressive
matrices and choice
reaction time task
5–6 Weeks after the baseline NA
RCT, Randomized Clinical Trial; CT, Clinical Trial; ARS-IV, ADHD rating scale IV; PRS, Parents Rating Scale; CRS-R, Conners’ Rating Scales–Revised, BRIEF, Behavior rating invento
Assessment Scale for Children; IVA-CPT, Integrated Visual and Auditory and Continuous Performance Test; BRS, Behavior Rating Scale; SNAP-IV, DSM-IV ADHD Rating Scale; CG
Control Scale, TEA-Ch, Test of everyday attention for children, WISC-IV, Wechsler Intelligence Scale for Children, WJ-III, Woodcock Johnson Tests of Achievement, D-KEFS, Delis–
Behavior Disorders Rating Scale; AWMA, Automated working memory assessment; WRAT4-PMV, Wide range achievement test 4 – Progress monitoring version; DBD, Disruptive B abbreviated scale of intelligence.
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associated rating scales and ormal education evaluation, ourstudies (27, 31, 32, 38) used rating scales and cognitive testsmethods and one study employed the three above cited tools (29)to assess participants. Additionally, our studies employed onlycognitive tests as outcome evaluation tools (9, 33, 34, 39).
With respect to rating scales employed in the outcome, threestudies employed parent evaluation only (27, 30, 37), five studies
used Parent and eacher rating (29, 32, 35, 36, 38), one study (31)employed parents and other significant adult and one study associ-ated ratings rom parents, teachers, clinicians, and the participants(28). Moreover, our studies (9, 33, 34, 39) did not use any type oexternal assessor, only the participant’s results in cognitive tests.
Video Game Protocols Characteristics and Effects of
Video Game Intervention on ADHD ParticipantsFour distinct characteristics were analyzed in relation to videogame protocols, amount o time per training session, amount osessions per week, amount o weeks and i the study employedmaintenance phase.
welve studies employed a minimum o 30 min o video
game playing per training session; only two studies trained theirparticipants or less than 30 min (31, 39).
Te two most common weekly training regimen were: two ses-sions per week (28, 32, 33, 36, 37) and a ree to play style where theparticipants can choose how many times they can play per weekrom a total o 25 sessions (27, 31, 34, 35, 38). Moreover, one studyapplied three sessions per week (30), another one applied fivetimes a week (29), and the last one has not specified the numbero times per week (39).
Te minimum number o training weeks was 3 (9). Six studiestrained their participants during 5–6 weeks (27, 29, 31, 35, 38,39), five studies employed an 8-week regimen o training (28,30, 33, 36, 37), one study used 6–10 weeks regimen (34) while
another had 16 weeks o intervention (32).Te last characteristic that was evaluated related to the train-
ing protocols was whether the studies had a maintenance phase,where the participants came back to the training center to haveone or more training sessions afer the study was concluded.Only one study employed monthly booster sessions. Tis was or3 months (30).
In terms o the effects ound o video game interventionon ADHD participants, ten studies used scales to measure theoutcomes o their intervention. Five studies (27, 28, 30, 32, 38)ound a reduction on both inattentive and hyperactive-impulsivesymptoms. wo studies described a reduction in inattentivesymptoms only (35, 37) and another one ound a reduction on
hyperactive-impulsive symptoms only (36). In relation to scales,studies reported enhancement in abilities related to inhibitionand metacognition (27), initiation, planning/organization andworking memory (35), attentional control (28), motivation ontask (9), and schooling skills, such as reading comprehension andpassage copying (37).
Seven studies employed more than scales in order to evaluatetheir students. Tese studies used standardized tests as outcomemeasures afer video game intervention. Five studies (9, 29, 34,38, 39) ound a better perormance on working memory skills,like visuospatial and verbal working memory. wo studies (28,
33) reported enhanced perormance on attention skills such asselective, sustained, divided, vigilance, set-shifing, and responsespeed. Tree studies ound that video game intervention pro-moted better scores or ADHD participants in executive unc-tions, such as flexibility skills (33) and response inhibition (38,39). Besides, these last two studies ound that participants had abetter perormance on complex reasoning tasks. Only one study
evaluated short-term memory (verbal and spatial), and the resultssupport or a better perormance afer the VG (34).
Follow-Up Assessment Seven studies (27, 29–31, 34, 35, 38) had a ollow-up session toassess the maintenance o the gains related to the video gameintervention. Te time varied rom as early as 3 weeks ( 29) to6 months later (34) in the maximum. All the seven studies, exceptor one (29) showed maintenance in the training gains in eachollow-up assessment.
Transfer and Generalization EffectsSeven studies did not evaluate transer effects (9, 27, 30, 31, 34,
35, 37). Four studies related transer to non-trained skills such asflexibility (33) and working memory (29, 34, 38, 39). wo studiesused reports rom parents (32) and participants (28) account orimprovements on attentional, organizational, and study skills.One study (36) used mathematics and English exercise work-sheets as a measure o skill transer. However, the results werenot presented in the study.
Other than some study skills as stated above, no other lie skillswere evaluated or generalization in any o the studies.
Limitations AssessmentsTis review provides a systematic overview and important guide-lines or uture research in ADHD neuropsychological interven-
tion using video games. However, urther studies are necessaryto clariy certain aspects about the study design and method,outcome measures, ollow-ups investigations and transer effectso the training.
For example, regarding the difficulties about the study designand method, two mentioned the need or well-designed RCs(30, 36), three other studies did not adopt a wait-list, a placeboand a control training condition (29, 31, 34), two did not controlgame elements, difficulty level and medication (9, 31), and oneused a non-adaptive training (27). More specifically, five studieshighlighted that the small sample size could have affected thestatistical power o the trial (28, 32, 36, 38), other two studies haddifferent group characteristics, more boys (9) and medium-to-
high socioeconomic status (32).Te assessments and outcome measures have an important
role in gains and effectiveness o the intervention. Indeed, twostudies had non-response rate rom the children’s teachers (28,30), one study did not have teachers’ ratings (37), another one,the parents were not blind (30) and one study did not apply aneuropsychological assessment afer the training (33), whichmakes the results interpretation and the evaluation o the trainingprogram efficacy difficult. Moreover, variability on some outcomemeasures (27) and low power differences in teachers’ ratings (30)were also discussed.
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TABLE 3 | Assessment of risk of bias in individual studies.
Study Selection bias Performance
bias
Detection
bias
Attrition bias Reporting
bias
Other bias
Sampling bias Measurement bias
van der Oord et al. (27 ) – ‘+ ‘+ – – – ‘+
Tamm et al. (28 ) ? ‘+ ‘+ – – – –
Chacko et al. (25, 29 ) – – – – – – –
Lim et al. (30 ) – ‘+ ‘+ – – ‘+ ‘+
Johnstone et al. (31 ) ‘+ – ? ‘+ ‘+ – –
Steiner et al. (32 ) – ‘+ ‘+ ‘+ – ? –
Tucha et al. (33 ) ? ? – – – ‘+ ‘+
Prins et al. (9 ) ‘+ ‘+ – – – ‘+ ‘+
Holmes et al. (34 ) – ? – – – – ‘+
Beck et al. (35 ) ‘+ ‘+ ‘+ – – – ‘+
Lim et al. (36 ) – ‘+ ‘+ – + ‘+ ‘+
Shalev et al. (37 ) – ‘+ ‘+ – ‘+ – ‘+
Klingberg et al. (38 ) – – – – – – –
Klingberg et al. (39 ) – – – ? – ‘+ ‘+
‘+ high risk of bias; –low risk of bias; ?unclear risk of bias.
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In intervention studies, one o the most significant results isthe effect and the benefits o the training programs. However,some studies did not obtain inormation about training gains orall cognitive assessments (34), the effects in everyday lie (39), theeffect o combining medication with training (38), the trainingeffects in other populations (35, 38), the stability or durability othe effects (9, 39).
Follow-up assessments are essential to assess whether gainsattributed to intervention are maintained over time. Despitethe importance o perorming this kind o assessment, suchanalyses were not conducted (9, 37). On the other hand, ourstudies emphasized the necessity or longer ollow-up intervals(29, 31, 35, 38).
Other difficulties mentioned include the potentially demoti- vating effect o high requency o clinic visits (36) and the techni-cal issues such as saving data on computers that can impact on
validation o the training modules (27).
Risk of Bias in Individual StudiesA general overview and summary o possible risks o bias across
all reviewed studies is presented in Table 3. However, among allstudies analyzed, only two studies (29, 38) did not meet any typeo bias.
In terms o selection bias, three studies (9, 31, 35) were ratedas high risk due to increased likelihood o bias resulting rom(i) non-random component in the sequence generation processand/or (ii) non-random allocation o participants that involved
judgment or other non-random method o categorization o par-ticipants (e.g., results o test scores assessing ADHD). Potentialperormance bias was ound to be o high risk across eight studies(9, 27, 28, 30, 32, 35–37) as in these studies, blinding o key studyparticipants and personnel were not achieved, thus representingpotential sources o biases at the outcome levels. Detection bias
potentially posed high risk in eight studies (32, 33, 35, 37) due toknowledge o the allocated interventions by outcome assessors.Regarding attrition bias, only three studies (31, 32) were rated ashigh risk or potential attrition bias due to the amount or unclear
nature o handling o the missing data. Reporting bias was ratedhigh risk in three studies (31, 36, 37) as some key variables thatwould have been expected to be reported were not.
Assessment o other sources o biases involved the examinationo sampling bias and measurement bias. Sampling bias was ratedas high risk in five studies (9, 30, 33, 36, 39) due to (i) widespreaduse o sel-selected samples, (ii) lack o probability-sampling
techniques, and/or (iii) recruitment o male-only samples. Inaddition, measurement bias was judged as high risk in the vastmajority o studies (9, 27, 33, 35, 39) due to (i) inconsistent con-ceptualization o cognitive target, (ii) inconsistent measuremento the outcomes, and/or (iii) inconsistent selection o tools andinstruments to evaluate outcome.
DISCUSSION
Te present review aimed to identiy relevant empirical evidenceor the effect o video games interventions on cognitive trainingor ADHD patients.
Despite the trend that proposes that video game shows causal
effects or cognition training on healthy subjects [e.g., visualattention (30)], it is still quite challenging to assess the impact o
video games in the rehabilitation process. Several conounderssuch as amily’s perception, teachers’ perception, stimulant drugsuse, IQ level, assessors intervention, game genre, participant’sgender, game’s mechanics–dynamics–esthetics and transer/generalization evaluation tools are some o these challenges.
Furthermore, there is still controversy about how to measuregeneralization and transer effects to patient’s daily lie. Quite aew o the analyzed studies claim to have produced generalizationto near non-trained skills, however, the tasks employed as gener-alization measure are very similar to the video game employed inthe training (29, 33, 38, 39) [to urther this discussion, see Green
and Bavelier (41)]. Other studies propose that their game transergains to real lie abilities; yet the instruments (such as verbal reportrom parents and participants) are not appropriate to this kind omeasurement (28, 32). It is essential to the advance o the video
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game research field that the results and findings are analyzed inthe light o a risk bias assessment to assess the strength o ourcumulative evidence in the area.
Even with a steady growth in the number o “games” designedto reduce cognitive deficits, most training sofwares are designedor one aspect only and their evaluation alls into what we reer toas the “dual problem,” ailing to achieve their rehabilitation aims:
(1) games ocused on training cognitive skills (such as workingmemory) but using only symptoms scales to evaluate outcomesand treatment success; and (2) games ocused on training cogni-tive skills (such as working memory) but using only cognitive/neuropsychological testing to assess outcomes and treatmentsuccess. Tis dual problem needs to be overcome by usingassessments tailored to the patient’s own problems in addition tosymptoms scales and neuropsychological testing.
Concerned by this issue, some studies have ecologically validscales such as Behavior Rating Inventory o Executive Function(BRIEF in order to get closer to measuring aspects related tothe real lie o the participants. Bisoglio et al. (42) proposed animportant advance to VG field would be the implementation
o individualized baseline measures to be subsequently used astreatment response predictors. Tese kinds o measures exist andhave been used since 1968 or fields such as neuropsychologicalrehabilitation and occupational therapy. Tese are instrumentssuch as the Goal Attainment Scale (GAS), (43). Te GAS is anindividualized measure o change that involves defining a set ogoals or each research participants and speciying a unique rangeo outcomes which reflects the patient’s real lie struggles (44).GAS has been widely used with success or several areas relatedto rehabilitation, including neuropsychological rehabilitation oSensory Modulation Disorder (45), ADHD (46), Metacognitionon mental health (47), Acquired Brain Injury (48), and more [ora revision on its use, see Krasny-Pacini et al. (49)]
Country in Which the Data Were Collectedand Participant’s CharacteristicsIn terms o geographic dispersion, most studies (i.e., 12) wereconducted either in the United States and/or European context,while our studies were rom Asian/Australian regions. Across allreviewed studies, participants’ patterns suggested that the studiesgenerally recruited more (i) male participants than emale, (ii)children and adolescents’ samples than adults and/or elderly ones,and (iii) combined ADHD subtypes rather than inattentive andhyperactive-impulsive populations. Given the present findings,it is important that uture research on video game interventionsor ADHD include: (i) a more representative sample ADHD
subtypes, considering the ADHD distribution percentages, (ii)Recruit subjects rom across the lie span, (iii) Include subjectsrom across all cultures. On the other hand, the relative increaseo participants being recruited in VG/treatment studies is,perhaps, a positive aspect.
Operationalization Cognitive TreatmentTargetsIn terms o outcome measures, assessors and tools employedor rating and cognitive evaluation, attention should be paid by
researchers to the way that cognitive targets are operationalizedor posterior treatment and assessment in their research.
Evidence rom the present review suggests that the studiesanalyzed measured attention, working memory and inhibitioncontrol. With regard to the attention construct, or instance,measured by a more “pure” and construct-based test, such asthe Continuous Perormance est (CP) is different rom the
Behaviour Assessment Scale or Children (BASC) and can lead tomisinterpretation o the results when compared. Other importantpoint here is that the outcome that the researchers are looking oris change in patient daily lie problems, but again, as pointed outby owne et al. (50), the instruments employed to evaluate thisoutcome did not resemble the real-world demands. In terms oinstruments to evaluate outcome, 93% used symptom and behav-ioral scales, 79% o the studies employed psychometric tests, butonly 14% o the studies utilized ormal measures to evaluateacademic gains afer VG. However, only one o the games hadelements that resemble problems evaluated by the symptoms andbehavioral scales (28).
Almost all studies employ symptoms and behavioral scales
as measures o changes in daily lie problems, thus expectingthat instruments that mainly remain on parents’ and teacher’sperception will be sufficiently sensitive to track changes basedon cognitive training only. Boot et al. (8) emphasizes that i thebaseline measures or transer effect are inadequate, it will behard to evaluate the findings and to understand i the near andar transer effects exist or are methodological noise.
wo o the present researches used only parents to evaluatethe outcomes, seven, employed parents and teachers and oneassessed parents and other significant adults. Only one research(28) reported that a rating filled by the participants about theirperception o skill gains afer the VG was employed. It is impera-tive not to limit to the perceptions o one assessor only (not to
incur in a single responder bias, see Fergunson et al. ( 51) andto refine and produce a more sensitive change measurement,including social perception o change, participant’s perception ochange, structured changes expected afer the training, along withcognitive changes measured via neuropsychological tests.
Video Game Characteristics andIntervention ProtocolVideo game can provide different types o involvement andexperiences. One o the most important is the similarity with reallie situations. For example, only one game cannot be includedin a straight classification o drill and practice game, all the othergames, regardless o being a 3D Adventure mini games, a simula-tor or an action adventure game via Kinect®, eature a repetitivetraining nature. Te issue regarding these mini games or drilland practice is that in several studies, it is difficult to differentiatethe game mechanics rom the outcome neuropsychological testemployed.
Te intervention protocol used in the reerenced studiespresented itsel relatively homogenous. Our review shows thatmost o the training protocols employed a minimum o 30 mino video game playing per session (27–30, 32–38), twice a weekat least (28, 32, 33, 36, 37), and a wide variation in the duration
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o the training – all the studies rom 3 to 16 weeks. One possibleexplanation or not perorming ew and short duration sessionsconcerns about the smaller statistical power, and, consequently,difficulties in measuring the intervention efficacy. According tothe retraining approach (52), the persistent and repetitive prac-tice improves or restores the target skills o interest. Regardingthe maintenance phase, only one study reported one monthly
boost session during three consecutive months (30). Tis find-ing shows the lack o knowledge about the preservation o thetraining effects, since the maintenance/booster sessions assiststhe durability and may maximize the gains in the interventionprogram. Unortunately, the researchers do not know how ofenor how many sessions are necessary to have success (22).
In rehabilitation processes, learning transerence could occurin very similar contexts (near transer) and/or in situationsthat seem remote or dissimilar knowledge (ar transer). Yet,measuring the transer is very difficult, especially, o cognitiveabilities. Shipstead et al. (23) proposes that most o the problemsto evaluate near transer in working memory studies are related to(i) working memory near transer effects are measured by short-
term memory tasks and, (ii) the excessive use o near transertasks that closely resemble the method o training. Te authorspropose that different measures o near transer need to be used,ones that are distinct rom the training task or video game. Asconcluded by Boot et al. (8), i the game is similar to the test, youare learning the test itsel.
Risk of Bias in Individual StudiesIn addition to the analysis, the studies reviewed also underwentsystematic scrutiny regarding their methodological eatures.From this, it was evident that the majority o studies adoptedclinical trial designs (13 o 14 studies), but maybe or the costinvolved, only six studies were RCs.
Te clinical trials evaluated in the present study showed, ingeneral, adequate methods or participants’ selection. Te majorproblem related to selection process was the use o non-randomallocation o participants (i.e., clinical doctors determinedthe group) or the unclear inormation related to the allocationprocesses. Since the grouping is related to the intervention andsome studies did not have an active waiting list control group, itwas hard to keep the outcome assessors, research personnel, andparticipants blind to the respective treatment allocation, whichis directly related to the high amount o studies with potentialperormance bias. Tis knowledge o treatment group allocationdirectly rises the risk to detect changes in the outcome measures,undermining the intervention finding which was pointed out
elsewhere by Boot et al. (8).A recent study tried to cope with this problem by using not
only an active control group, but a non-contact control group,which allows to compare the normal expected changes in peror-mance, thus enhancing the detectability o their study (53). Asto the sampling method used, probability-sampling was oundto be severely lacking. Tereore, uture research should try tocarry out research using samples that are more representative.Te vast majority o studies presented bias related to the choiceo measurement tools and instruments to evaluate outcome. Tisbias seems to be related to the poor conceptualization o how to
evaluate cognitive targets and how these cognitive targets arerelated to real lie situations.
Tereore, some studies use only neuropsychological tests asoutcome measure, others employed only behavioral and symp-toms scales, which diminishes the observation power o thesestudies. Boot et al. (8) criticizes studies that employ ew measure-ments to access game change. In our present study, at least three
studies employed only one test or scale to evaluate outcomes. Onthe other side o this coin, Green et al. (54) discusses that theexcessive use o scales and tests to measure the same cognitivetarget could lead to a ype I error, besides this more tests leadto more learning, which reduce the potential to observe transerrom the treatment. Once again, at least our studies employedsix or more instruments or large batteries to evaluate cognition.Still within Green et al. (54) comment o the subject, we are notonly evaluating the effect o training x on ability y test by thetool z and then by the tool w, but, in act, we are evaluating theeffect o training x on ability y in test w afer the subject beingtested on test z . Te test z affects the perormance on test w andso on. In short, the main bias present in the reviewed studies
can be broadly associated with the ollowing domains: (i) opera-tionalization and measurement issues, (ii) sampling issues, and(iii) perormance and change detection issues. It is envisaged bythe authors that uture research should account or these limita-tions in order to publish better quality studies in the video gamerehabilitation field.
Cognitive, Behavioral, and TransferOutcomesOne o the main objectives o the present review was to identiysignificant cognitive and behavioral changes that have beenassociated with VG. Results demonstrated five distinct cognitiveabilities gains measured by neuropsychological tests. More spe-
cifically, gains in: (i) working memory skills, such as visuospatialand verbal working memory (9, 29, 34, 38, 39) (ii) attention skillssuch as selective, sustained, divided, vigilance, set-shifing, andresponse speed. (28, 33), (iii) executive unctions, such as, flex-ibility skills (33) and response inhibition (38, 39), (iv) complexreasoning tasks. (38, 39), (v) short-term memory (verbal andspatial) afer the VG (34). It is reasonable to assume that thesechanges were affected by the motivation and interest o the par-ticipants. In general, the games tend to involve challenging tasksthat keep the player’s attention, which contributes to a positiveplasticity. Likewise, current games are designed with elementsthat train intensively these skills, but, most o all, promote theability to learn, express individual independence and creativity,
learn to think systematically and develop social interaction. All othese skills trained in specific situations imposed at each stage othe game are closely linked to unctions improved in the studies.
Te eight gains related to symptoms and behavior reductionwere (i) on both inattentive and hyperactive-impulsive symptoms(27, 28, 30, 32, 38) (ii) in inattentive symptoms only (35, 37) (iii)on hyperactive-impulsive symptoms only (36), (iv) enhancedinhibition and metacognition skills (27), (v) enhanced initiation,planning/organization and working memory (35), (vi) enhancedattentional control (28), (vii) enhanced motivation on task (9),and (viii) gains in academic skills, such as reading comprehension
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and passage copying (37). Although several studies have reportedbehavioral improvements, it is important to remember that someparents and teachers were not completely blind and impartialto the experiment, such a study should be. Tis act may haveinfluenced the filling o scales, or instance.
In relation to ollow-up assessment and generalization andtranser effects, seven studies had a ollow-up session to evaluate
the maintenance o the gains related to the video game interven-tion. Te time varied rom 3 weeks to 6 months afer the lasttraining session. Six studies reported maintenance o the traininggains in each ollow-up assessment session. Only 43% o thestudies evaluated transer effects. Four studies related transer tonon-trained skills such as flexibility (33) and short-term memory(29, 34, 38, 39). wo studies used reports rom parents (32) andparticipants (28) to account or improvements on attentional,organizational and study skills. None o the studies employed anymethodology to generalization effects. It was observed that thereis a great variation o maintaining the benefits achieved throughcognitive training, variables such as the protocol used, thenumber o sessions and duration o the intervention, individual
characteristics o a given population, can influence the support ocognitive and unctional gains.
Summary of LimitationsIn the current review, we identified 14 studies that used videogames or ADHD intervention. As Bisoglio et al. (42) also high-lighted, most o them showed some kind o methodological defi-ciencies. A significant limitation was the insufficient descriptiono experimental and control conditions, which shows the needor standardization in intervention programs. Some trials didnot design a well RC or adopted a wait-list, placebo, or controltraining condition (29–31, 34, 36). Another common problemwas small sample size (28, 32, 36, 38), the lack o homogeneous
group characteristics (9, 32) or the non-standard use o stimulantmedication during the rehabilitation. Tese problems couldhave affected the statistical power o the trials, thus generatinginconsistent results.
An additional actor or consideration is the wide variety ooutcome measurements, parent and teacher reporting scalesand cognitive tests. Four o the studies we reviewed used justbehavior scales: ADHD Rating Scale – ARS-IV, Behavior RatingInventory o Executive Function – BRIEF, Disruptive BehaviorDisorders Rating Scale – DBDRS and Conners’ Rating Scales–Revised – CRS-R (27, 30, 35, 36). Just our studies still appliedcognitive tests, rom “gold standard” tests as WISC to computer-ized neuropsychological tasks (9, 34, 38, 39). Te other ones
associated both tools. On the other hand, it is important to notethat video game interventions, usually, did not include unc-tional outcome measures, in other words, everyday unctioningand real lie VG benefits are not examined. Tese analyzedinstruments provide inormation about symptoms, unctionsand skills, but we do not know i the results are influenced bylearning or transer effects, creating an unclear efficacy o theintervention (13).
Tere is also a clear lack o inormation on the ollow-upassessments and transer and generalization effects o training.
Ideally, intervention programs should include ollow-up assess-ments, but some studies were not conducted and others empha-sized the need o longer-term intervals (9, 29, 31, 35, 37, 38).Unlike other methods, some video games were not designed toimprove cognitive or behavior domains, which could be limitedor treatments.
Despite the limitations o the studies, the results provide a
perspective o the main problems in interventions or ADHDusing video games. Overall, innovative and easible programs areneeded as another useul tool in ADHD treatments. As a trainingtool associated with neuropsychological rehabilitation protocols,
video games seem to be essential, both as a motivational andengagement tool and as the main actor in the drill and practicetraining.
CONCLUSION
Attention deficit hyperactivity disorder is a common and chronicchildhood disorder with symptoms typically exhibited duringelementary school years. It is characterized by difficulties in devel-
oping sel-control, impairment in academic perormance, poorpeer and amily relationships and psychosocial disadjustment.
As a training tool associated with neuropsychological reha-bilitation protocols, video games seem to be essential, both as amotivational and engagement tool and as the main actor in thedrill and practice training.
Te present review constitutes a relevant step toward under-standing the video games as an intervention tool in rehabilitationprograms. Considerable advances and new games show us apromising training method or ADHD treatment. However, thelack o blinded assessors and the inappropriate use o scales andtests diminishes the power o these findings.
Despite the positive effects shown by VG, there are some limi-
tations, such as the variety in the nomenclature, the heterogene-ous protocols and methodologically limited literature, which, soar, imposes limits to establish recommended neuropsychologicaltraining protocols with video game. More well-designed RCswith larger samples sizes are necessary to confirm the efficacy othe trials conducted in this area. Other studies will also need tomore explicitly clariy the mechanisms associated with traininggains, which are hindered, or example, by the use o stimulantdrugs during the rehabilitation protocols.
Furthermore, additional researches are important to clariythe effects and stability o the VG programs, and an importanteffort should be made to construct better methods to assessimprovements on everyday cognitive abilities and real world
unctioning. Te current review provides recommendationsand methodological alerts or improving both the process andoutcome related issues in research ocused on the use o videogames in training programs or persons with ADHD.
AUTHOR CONTRIBUTIONS
All the authors conceptualized, designed, drafed, and reviewedthe paper. Author R, LN, and EP collected the data and authorOB acted to solve any conflict related to the studies selection.
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All the authors have final approval o the published article andboth authors agree to be accountable or all aspects o the workin ensuring that questions related to the accuracy or integrityo any part o the work are appropriately investigated andresolved.
FUNDING
SR has received a research grant rom FAPESP (Fundação deAmparo a Pesquisa do Estado de São Paulo) and rom AFIP(Associação do Fundo de Incentivo a Pesquisa).
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Conflict of Interest Statement: Te authors declare that the research was con-
ducted in the absence o any commercial or financial relationships that could causea potential conflict o interest.
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