Background: A computer-based game, named Timoââ?¬â?¢s Adventure, was developed to assess specific cognitive functions (eg,\nattention, planning, and working memory), time perception, and reward mechanisms in young school-aged children. The game\nconsists of 6 mini-games embedded in a story line and includes fantasy elements to enhance motivation.\nObjective: The aim of this study was to investigate the validity of Timoââ?¬â?¢s Adventure in normally developing children and in\nchildren with attention-deficit/hyperactivity disorder (ADHD).\nMethods: A total of 96 normally developing children aged 4-8 years and 40 children with ADHD were assessed using the game.\nClinical validity was investigated by examining the effects of age on performances within the normally developing children, as\nwell as performance differences between the healthy controls and the ADHD group.\nResults: Our analyses in the normally developing children showed developmental effects; that is, older children made fewer\ninhibition mistakes (r=âË?â??.33, P=.001), had faster (and therefore better) reaction times (r=âË?â??.49, P<.001), and were able to produce\ntime intervals more accurately than younger children (ÃÂ=.35, P<.001). Discriminant analysis showed that Timoââ?¬â?¢s Adventure was\naccurate in most classifications whether a child belonged to the ADHD group or the normally developing group: 78% (76/97) of\nthe children were correctly classified as having ADHD or as being in the normally developing group. The classification results\nshowed that 72% (41/57) children in the control group were correctly classified, and 88% (35/40) of the children in the ADHD\ngroup were correctly classified as having ADHD. Sensitivity (0.89) and specificity (0.69) of Timoââ?¬â?¢s Adventure were satisfying.\nConclusions: Computer-based games seem to be a valid tool to assess specific strengths and weaknesses in young children with\nADHD.
Loading....