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REVIEW article

Front. Psychiatry

Sec. Digital Mental Health

Volume 16 - 2025 | doi: 10.3389/fpsyt.2025.1605744

A Systematic Review and Content Analysis of Serious Video Games for Children with ADHD

Provisionally accepted
Brandon  K SchultzBrandon K Schultz1*Steven  EvansSteven Evans2Kaitlynn  M CarterKaitlynn M Carter1Allison  DembowskiAllison Dembowski1Kelly  LojingerKelly Lojinger1Emma  R MurrayEmma R Murray2Christy  WalcottChristy Walcott1
  • 1East Carolina University, Greenville, United States
  • 2Ohio University, Athens, West Virginia, United States

The final, formatted version of the article will be published soon.

Content analysis is a critical step in understanding any mental health treatment, but these details are absent in the serious video games for ADHD literature. To better understand specific ADHD game elements, we conducted a systematic review and identified 37 seminal studies, published between February 2005 and March 2021, investigating 22 distinct ADHD games (final search on January 16, 2025) designed for children and adolescents. We coded those studies and supplementary game descriptions for therapeutic game content, then calculated effect sizes for immediate post-treatment effects on parent ratings of ADHD symptoms (i.e., far transfer), where available. There appeared to be considerable content variability across titles, but most games in this review (55%) attempt cognitive training, with pluralities deploying the go/no-go, continuous performance, and Corsi block tapping task paradigms. Nearly one-fifth (18%) of the games include theta/beta ratio neurofeedback, and more than one-quarter (27%) of the games include novel content (e.g., physical exercise, eye gaze training). Changes in parent ratings of ADHD symptoms range widely (ds = -0.55 to 1.26) without an obvious pattern of advantage for any game element. The largest far transfer effects for ADHD games are found in study results at highest risk of bias, seemingly irrespective of game content. Our findings suggest that far transfer effects are unconvincing for seminal game elements, and that new directions in ADHD game design and delivery are warranted.

Keywords: ADHD, Digital Health, serious games, Systematic review, Content Analysis

Received: 03 Apr 2025; Accepted: 11 Aug 2025.

Copyright: © 2025 Schultz, Evans, Carter, Dembowski, Lojinger, Murray and Walcott. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Brandon K Schultz, East Carolina University, Greenville, United States

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.