ArticleNPJ digital medicine2026
Virtual reality interventions for attention deficit/hyperactivity disorder: a systematic review.
Article in NPJ digital medicine, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
1 citing paper in PubMed.
- Integrating cognitive-behavioral training with immersive virtual reality intervention in ADHD: a case report.Frontiers in psychiatry · 2026Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
Abstract
Virtual reality (VR) interventions have emerged as innovative approaches increasingly used to manage attention-deficit/hyperactivity disorder (ADHD) in children and adolescents. This systematic review included 22 randomized controlled trials, quasi-experimental, and open-label studies published between 2001 and 2025, comprehensively evaluating the feasibility of VR interventions, their effectiveness alone or combined with pharmacological treatment, the relative efficacy of different training modalities, and dosage-related factors. The results indicate that VR interventions, whether used independently or alongside medication, significantly improve core ADHD symptoms, executive functions, emotional regulation, and social skills, with long-term interventions (≥8 weeks) producing more pronounced and sustained benefits. Among the training modalities, interactive game training was the most frequently studied, followed by virtual scenario and exergaming, each demonstrating distinct effects on cognitive and behavioral outcomes. Overall, VR interventions generally demonstrated high adherence rates; however, adherence reporting was inconsistent across studies, and adverse effects were typically mild and transient. Future research should focus on large-scale randomized controlled trials employing standardized outcome measures and developing personalized VR protocols to further enhance treatment efficacy and clinical applicability for ADHD.
Identifiers
What Socratic holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.