Full metadata record
DC FieldValueLanguage
dc.contributorDepartment of Applied Social Sciencesen_US
dc.contributor.advisorLu, Huijing (APSS)en_US
dc.creatorGuo, Yuhan-
dc.identifier.urihttps://theses.lib.polyu.edu.hk/handle/200/14289-
dc.languageEnglishen_US
dc.publisherHong Kong Polytechnic Universityen_US
dc.rightsAll rights reserveden_US
dc.titleA feasibility trial of digital game intervention in Chinese children vulnerable to ADHDen_US
dcterms.abstractAttention deficit hyperactivity disorder (ADHD) is a neurodevelopmental condition characterized by persistent inattention, hyperactivity and impulsivity. Children with ADHD face challenges in multiple domains including emotion regulation, impulse control, organizational skills, academic achievement, and social interaction. In China, ADHD is often overlooked or underdiagnosed due to limited awareness among parents and educators, stigma associated with mental health problems, or inadequate diagnostic infrastructure, resulting in a significant gap between actual cases and patients receiving appropriate treatment. Traditional treatments such as medications and cognitive behavioral therapy have limitations such as side effects and high cost. In contrast, digital play interventions are an ideal alternative. However, digital interventions still have limitations, such as device accessibility issues, focus on a single ADHD problem, unappealing design, and unclear subclinical treatment effects. To address these limitations, this study developed a digital game, and explored the feasibility of the digital intervention for ADHD through an 8-week randomized controlled trial (RCT). A sample of 100 children aged 6-12 years with ADHD (74%) or subclinical ADHD (26%) was recruited. The study employed a 3 (within-subject, Test: baseline vs. 8-week post-test vs. 16-week post-test) × 2 (between-subject, Group: intervention vs. waitlist group) mixed-model design. The intervention and the waitlist groups received the intervention in the first and the second 8 weeks, respectively, during the study period. The intervention comprised 40 sessions (30 minutes each, 5 sessions per week) grounded in Executive Function Theory. The two groups demonstrated reduced symptoms measured by the Conners Abbreviated Symptom Questionnaire (C-ASQ), the Swanson, Nolan and Pelham scale (SNAP), and the Clinical Global Impression of Severity scale (CGI-S) after the intervention phase.en_US
dcterms.abstractMultivariate Analysis of Covariance (MANCOVA) revealed time-by-group interactions: C-ASQ (F = 69.89, η² = 0.419, p < 0.001), SNAP (F = 10.54, η² = 0.098, p < 0.001), and CGI-S (F = 5.67, η² = 0.063, p < 0.05) after controlling for training sessions. Simple effect comparison analysis showed that in the intervention group, significant reduction of ADHD symptoms were observed from the baseline to the 8-week post-test (C-ASQ: 16.54 ± 3.33 to 13.72 ± 3.02, p < 0.001; SNAP: 1.48 ± 0.20 to 1.37 ± 0.22, p < 0.001; CGI-S: 3.50 ± 1.31 to 3.26 ± 1.21, p > 0.05). In addition, symptom levels remained stable from the 8-week post-test to the 16-week post-test (C-ASQ: 13.72 ± 3.02 to 13.58 ± 3.09, p > 0.05; SNAP: 1.37 ± 0.22 to 1.33 ± 0.19, p > 0.05; CGI-S: 3.26 ± 1.21 to 3.08 ± 1.05, p > 0.05), a period during which no additional intervention was administered for the intervention group. In the waitlist group, C-ASQ scores showed minimal natural reduction from baseline to the 8-week post-test (C-ASQ: 16.10 ± 3.84 to 15.22 ± 4.05, p < 0.05; SNAP: 1.49 ± 0.23 to 1.44 ± 0.30, p > 0.05; CGI-S: 3.56 ± 1.26 to 3.30 ± 1.06, p > 0.05), and substantial reductions were observed from the 8-week post-test to the 16-week post-test (C-ASQ: 15.22 ± 4.05 to 9.96 ± 3.20, p < 0.001; SNAP: 1.44 ± 0.30 to 1.17 ± 0.20, p < 0.001; CGI-S: 3.30 ± 1.06 to 2.20 ± 0.64, p < 0.001), a period during which the waitlist group received the intervention.en_US
dcterms.abstractThis study highlights the potential of this digital game as a low-cost, engaging tool for ADHD intervention. These results reveal that the digital intervention can reduce the patient’s symptoms and have a beneficial effect on children with clinical and subclinical ADHD. The successful implementation of the game also suggests that digital interventions have the potential to reduce stress in families, healthcare systems, and professional care facilities.en_US
dcterms.extentvii, 76 pages : color illustrationsen_US
dcterms.isPartOfPolyU Electronic Thesesen_US
dcterms.issued2025en_US
dcterms.educationalLevelM.Phil.en_US
dcterms.educationalLevelAll Masteren_US
dcterms.accessRightsopen accessen_US

Files in This Item:
File Description SizeFormat 
8737.pdfFor All Users1.25 MBAdobe PDFView/Open


Copyright Undertaking

As a bona fide Library user, I declare that:

  1. I will abide by the rules and legal ordinances governing copyright regarding the use of the Database.
  2. I will use the Database for the purpose of my research or private study only and not for circulation or further reproduction or any other purpose.
  3. I agree to indemnify and hold the University harmless from and against any loss, damage, cost, liability or expenses arising from copyright infringement or unauthorized usage.

By downloading any item(s) listed above, you acknowledge that you have read and understood the copyright undertaking as stated above, and agree to be bound by all of its terms.

Show simple item record

Please use this identifier to cite or link to this item: https://theses.lib.polyu.edu.hk/handle/200/14289