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<article xmlns:xlink="http://www.w3.org/1999/xlink" article-type="review-article" dtd-version="2.0">
  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">JSG</journal-id>
      <journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id>
      <journal-title>JMIR Serious Games</journal-title>
      <issn pub-type="epub">2291-9279</issn>
      <publisher>
        <publisher-name>JMIR Publications</publisher-name>
        <publisher-loc>Toronto, Canada</publisher-loc>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="publisher-id">v13i1e60937</article-id>
      <article-id pub-id-type="pmid">40327858</article-id>
      <article-id pub-id-type="doi">10.2196/60937</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Review</subject>
        </subj-group>
        <subj-group subj-group-type="article-type">
          <subject>Review</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Effectiveness of Serious Games as Digital Therapeutics for Enhancing the Abilities of Children With Attention-Deficit/Hyperactivity Disorder (ADHD): Systematic Literature Review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="editor">
          <name>
            <surname>Coristine</surname>
            <given-names>Andrew</given-names>
          </name>
        </contrib>
        <contrib contrib-type="editor">
          <name>
            <surname>Rashid Soron</surname>
            <given-names>Tanjir </given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Kourkoutas</surname>
            <given-names>Elias</given-names>
          </name>
        </contrib>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Kononowicz</surname>
            <given-names>Andrzej</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib id="contrib1" contrib-type="author">
          <name name-style="western">
            <surname>Lin</surname>
            <given-names>Jing</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0009-0004-4417-7614</ext-link>
        </contrib>
        <contrib id="contrib2" contrib-type="author" corresp="yes">
          <name name-style="western">
            <surname>Chang</surname>
            <given-names>Woo-Rin</given-names>
          </name>
          <degrees>Prof Dr</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <address>
            <institution>Department of Digital Contents</institution>
            <institution>College of Art and Design</institution>
            <institution>Kyung Hee University</institution>
            <addr-line>1732 Deogyeong-daero, Giheung-gu</addr-line>
            <addr-line>Yongin-si, 17104</addr-line>
            <country>Republic of Korea</country>
            <phone>82 01088818489</phone>
            <email>lastanimator01@gmail.com</email>
          </address>
          <ext-link ext-link-type="orcid">https://orcid.org/0009-0004-6650-5877</ext-link>
        </contrib>
      </contrib-group>
      <aff id="aff1">
        <label>1</label>
        <institution>Department of Digital Contents</institution>
        <institution>College of Art and Design</institution>
        <institution>Kyung Hee University</institution>
        <addr-line>Yongin-si</addr-line>
        <country>Republic of Korea</country>
      </aff>
      <author-notes>
        <corresp>Corresponding Author: Woo-Rin Chang <email>lastanimator01@gmail.com</email></corresp>
      </author-notes>
      <pub-date pub-type="collection">
        <year>2025</year>
      </pub-date>
      <pub-date pub-type="epub">
        <day>6</day>
        <month>5</month>
        <year>2025</year>
      </pub-date>
      <volume>13</volume>
      <elocation-id>e60937</elocation-id>
      <history>
        <date date-type="received">
          <day>28</day>
          <month>5</month>
          <year>2024</year>
        </date>
        <date date-type="rev-request">
          <day>4</day>
          <month>11</month>
          <year>2024</year>
        </date>
        <date date-type="rev-recd">
          <day>24</day>
          <month>12</month>
          <year>2024</year>
        </date>
        <date date-type="accepted">
          <day>22</day>
          <month>3</month>
          <year>2025</year>
        </date>
      </history>
      <copyright-statement>©Jing Lin, Woo-Rin Chang. Originally published in JMIR Serious Games (https://games.jmir.org), 06.05.2025.</copyright-statement>
      <copyright-year>2025</copyright-year>
      <license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
        <p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.</p>
      </license>
      <self-uri xlink:href="https://games.jmir.org/2025/1/e60937" xlink:type="simple"/>
      <abstract>
        <sec sec-type="background">
          <title>Background</title>
          <p>Attention-deficit/hyperactivity disorder (ADHD) is a neurodevelopmental disorder that often begins in childhood and requires long-term treatment and management. Given the potential adverse effects of pharmacological interventions in children, interest in alternative treatments has increased. Among alternative therapies, serious games have emerged as a promising digital therapeutic approach and are increasingly recognized as an important intervention for children with ADHD.</p>
        </sec>
        <sec sec-type="objective">
          <title>Objective</title>
          <p>This systematic review aims to evaluate the effectiveness of serious games as digital therapeutics for children with ADHD. It focuses on assessing therapeutic outcomes, including improvements in attention, hyperactivity-impulsivity, social skills, motor skills, executive functions, and enjoyment.</p>
        </sec>
        <sec sec-type="methods">
          <title>Methods</title>
          <p>The review was conducted following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. A comprehensive literature search was performed across 5 databases: PubMed, Web of Science, Scopus, IEEE Xplore, and ACM Digital Library, covering English studies published from January 2010 to January 2024. Eligibility criteria were established based on the PICOS (Participants, Intervention, Comparison, Outcomes, Study design) framework, with digital therapeutics guidelines pragmatically applied to inform inclusion criteria, exclusion criteria, and quality assessment. Standardized tools including the Cochrane Risk of Bias Tool for randomized controlled trials, the Cochrane Risk of Bias Tool for Non-Randomized Studies of Interventions (ROBINS-I) for nonrandomized controlled trial studies, and the Critical Appraisal Skills Program checklists were used to evaluate risk of bias. Data on study design, targeted abilities, game software and hardware, and intervention parameters (duration, frequency, and length) were extracted and synthesized descriptively.</p>
        </sec>
        <sec sec-type="results">
          <title>Results</title>
          <p>Of the 35 studies identified (1408 participants), gender data were available for 22 studies (888 participants), comprising 660 male and 228 female participants. Analysis revealed multiple abilities focused across many studies: 80% (28/35) assessed attention, 29% (10/35) addressed hyperactivity-impulsivity, 17% (6/35) explored improvements in social skills, 20% (7/35) evaluated motor skills, and 43% (15/35) investigated executive functions. Furthermore, in 89% (31/35) of the trials, children exhibited a positive attitude toward game interventions. Evidence suggests that serious games may contribute to improvements in attention, hyperactivity-impulsivity, social skills, and executive functions in children with ADHD. Although findings on motor skills were inconclusive, interventions incorporating somatosensory inputs demonstrated benefits for hand-eye coordination.</p>
        </sec>
        <sec sec-type="conclusions">
          <title>Conclusions</title>
          <p>The findings support the potential of serious games as a digital therapeutic modality for children with ADHD, offering benefits in core symptoms and associated impairments while promoting engagement.</p>
        </sec>
        <sec sec-type="trial registration">
          <title>Trial Registration</title>
          <p>PROSPERO CRD420250509693; https://www.crd.york.ac.uk/PROSPERO/view/CRD420250509693</p>
        </sec>
      </abstract>
      <kwd-group>
        <kwd>serious games</kwd>
        <kwd>ADHD</kwd>
        <kwd>attention deficit disorder with hyperactivity</kwd>
        <kwd>neurodevelopmental disorders</kwd>
        <kwd>digital therapeutics</kwd>
        <kwd>DTx</kwd>
        <kwd>systematic review</kwd>
        <kwd>pediatric</kwd>
        <kwd>children</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec sec-type="introduction">
      <title>Introduction</title>
      <sec>
        <title>Background</title>
        <p>Attention-deficit/hyperactivity disorder (ADHD) is a neurodevelopmental disorder [<xref ref-type="bibr" rid="ref1">1</xref>], often diagnosed in childhood and persisting into adolescence and adulthood [<xref ref-type="bibr" rid="ref2">2</xref>]. It is associated with a high rate of comorbidity, accidents, and mortality, among others [<xref ref-type="bibr" rid="ref3">3</xref>,<xref ref-type="bibr" rid="ref4">4</xref>]. Although ADHD medications exhibit significant therapeutic effects [<xref ref-type="bibr" rid="ref5">5</xref>], some guardians are reluctant to medicate their children due to potential long-term adverse developmental effects and varying effectiveness across different ADHD subtypes [<xref ref-type="bibr" rid="ref6">6</xref>,<xref ref-type="bibr" rid="ref7">7</xref>]. Furthermore, the core symptoms of ADHD, which include inattention and hyperactivity-impulsivity, typically necessitate multiple therapeutic interventions to ensure effective management [<xref ref-type="bibr" rid="ref8">8</xref>].</p>
        <p>Serious games, which have emerged as a promising alternative therapy, are defined as “games that do not have entertainment, enjoyment or fun as their primary purpose” [<xref ref-type="bibr" rid="ref9">9</xref>]. Serious games are used in medical diagnostics, therapy, prevention, health promotion, and medical or patient education [<xref ref-type="bibr" rid="ref10">10</xref>]. Serious games have been proposed for neurodevelopmental disorder interventions primarily due to their appeal, engagement, and effectiveness [<xref ref-type="bibr" rid="ref11">11</xref>,<xref ref-type="bibr" rid="ref12">12</xref>]. Meanwhile, music therapy [<xref ref-type="bibr" rid="ref13">13</xref>], exercise therapy [<xref ref-type="bibr" rid="ref14">14</xref>], and chess therapy [<xref ref-type="bibr" rid="ref15">15</xref>,<xref ref-type="bibr" rid="ref16">16</xref>], shown to be effective for managing ADHD symptoms in children, can achieve better therapeutic effects when combined with serious games.</p>
        <p>In 2020, EndeavorRx became the first US Food and Drug Administration–authorized prescription digital therapeutic (DTx) specifically designed for pediatric ADHD, leveraging a video game experience to enhance attention in children with this condition [<xref ref-type="bibr" rid="ref17">17</xref>]. Subsequently, in June 2023, the International Organization for Standardization (ISO) introduced ISO/TR 11147, which formally defined “Digital Therapeutics” as evidence-based, software-driven interventions to prevent, manage, or treat a medical disorder or disease [<xref ref-type="bibr" rid="ref18">18</xref>]. This standardization by ISO facilitates industry and global alignment regarding the scope and implementation of DTx.</p>
        <p>To date, only 2 systematic reviews have specifically examined the effects of games on children with ADHD [<xref ref-type="bibr" rid="ref19">19</xref>,<xref ref-type="bibr" rid="ref20">20</xref>], revealing the potential of such interventions to address core ADHD symptoms and underscoring the need for greater collaboration between developers and health care professionals. However, children with ADHD manifest a range of symptoms beyond the core symptoms of inattention and hyperactivity-impulsivity [<xref ref-type="bibr" rid="ref21">21</xref>], including challenges in social interaction, impaired motor skills, and deficits in executive functioning [<xref ref-type="bibr" rid="ref22">22</xref>,<xref ref-type="bibr" rid="ref23">23</xref>]. In addition, further research on nonpharmacological treatments targeting specific abilities in pediatric patients with ADHD indicates that interventions designed to enhance social, motor, and executive functioning skills may potentially benefit overall ADHD symptom management [<xref ref-type="bibr" rid="ref24">24</xref>]. The role of environmental and familial factors, such as maternal depression and emotional attitudes, has also been convincingly demonstrated to impact the development of executive functions in children [<xref ref-type="bibr" rid="ref25">25</xref>]. Consequently, an UpToDate literature review is imperative to address existing gaps in research on capability enhancement, and examining player enjoyment remains critical.</p>
        <p>The current evidence is insufficient to demonstrate the specific impact of serious games on children with ADHD, mainly because of several limitations: the limited number of studies included, the insufficient variety of games, and the missing and inconsistent reporting of results. Therefore, this review aimed to include more appropriate studies, expand the coverage of serious games, and diversify the outcome assessments, so that a more comprehensive review could be conducted to further systematically assess the available evidence related to the impact of serious games on the various abilities of children with ADHD.</p>
      </sec>
      <sec>
        <title>Objectives</title>
        <p>Compared with other systematic reviews, this study offers 3 unique contributions: First, it provides a comprehensive review of the most recent studies over the past 14 years, using the basic definition of DTx as part of the inclusion and exclusion criteria, thereby addressing the gap in recent studies that adhere to industry standards. Second, it offers a broader evaluation of the impact of serious games as interventions on children’s competencies, including attention, hyperactivity-impulsivity, social skills, motor skills, and executive functions. Third, it discusses outcomes related to participation, like enjoyment and adverse effects.</p>
      </sec>
    </sec>
    <sec sec-type="methods">
      <title>Methods</title>
      <sec>
        <title>Overview</title>
        <p>A total of 2 literature search phases were conducted in January 2024 and February 2025. The exploratory search phase identified 4420 records. Using Zotero Reference Management software, we automatically removed 1022 duplicate records. Subsequently, we manually deleted an additional 7 duplicates and 1 retracted article, resulting in a final set of 3390 records. Based on the exploration, the second search yielded 5109 records. After removing 1492 duplicate records and 2 retracted articles, and cross-validating with the exploratory search, 5510 records were retained for evaluation. The PICOS framework (Participants, Intervention, Comparison, Outcomes, Study design) informed both search strategy development and eligibility criteria formulation. This systematic review adhered to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines (<xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>) [<xref ref-type="bibr" rid="ref26">26</xref>]. In addition, we followed the recommendations of the Cochrane Consortium for conducting systematic reviews and used the RefHunter website for guidance [<xref ref-type="bibr" rid="ref27">27</xref>]. For the final selection of 35 articles, established assessment tools were used, including the Cochrane Risk of Bias Tool for randomized controlled trials (RCTs), the Cochrane Risk of Bias Tool for Non-Randomized Studies of Interventions (ROBINS-I), and the CASP (Critical Appraisal Skills Programme) checklists to evaluate risk of bias of each study.</p>
      </sec>
      <sec>
        <title>Identification: Literature Search</title>
        <p>The PICOS criterion [<xref ref-type="bibr" rid="ref28">28</xref>] was used to guide the literature search strategy and identify inclusion and exclusion criteria. During the development of the literature search strategy, to ensure that the search covered a wider range of related studies, the search strategy was based on the broader P (Participants, patients with ADHD) and I (Intervention, games) without strictly limiting C (Comparison), O (Outcomes) and S (Study design). This is because existing studies cover a wide range of experimental designs, including exploratory and qualitative studies with no control group. A strict search strategy may limit the scope of studies, resulting in potentially valuable literature being missed. Also, the search strategy did not limit the age, but we limited the inclusion criteria to children with ADHD. Considering the interdisciplinary nature of this review, the selected databases should include relevant research literature from diverse disciplines, extending beyond psychology, game design, computer science, and medicine. Consequently, databases such as PubMed, Web of Science, Scopus, IEEE Xplore, and ACM Digital Library were chosen to address the needs of interdisciplinary research.</p>
        <p>Close synonyms for “Serious Games” include “gamification,” “gamified,” “game mechanics,” “game dynamics,” “game design,” “game based,” and “gaming.” [<xref ref-type="bibr" rid="ref29">29</xref>]. To minimize limitations, “DTx” and “DHI” (digital health interventions) were added to the search terms. DTx is considered a subset of “DHI,” a broader term that encompasses the use of digital technologies to support wellness and health care practices, particularly in the management of neurodevelopmental disorders [<xref ref-type="bibr" rid="ref30">30</xref>-<xref ref-type="bibr" rid="ref32">32</xref>].</p>
        <p>A 2-phase literature search strategy was used. The initial exploration phase spanned January to March 2024. Relevant search terms for “ADHD” and “Serious Games” were identified by systematically mapping domain-specific subject headings and keywords informed by expert knowledge. The exploratory phase identified 4420 publications, with deduplication yielding 3390 records. Index terms, titles, and abstracts of retrieved articles were systematically analyzed to extract search terms informing subsequent query optimization. Relevant articles from the exploratory phase were archived for cross-verification during the second search screening.</p>
        <p>The second search implementation occurred in February 2025, incorporating emergent terminology from exploratory phase findings, including educational gaming, exergaming, cognitive training, telemedicine, and mobile health. Consultations with a medical research librarian and pediatric ADHD specialist informed MeSH (Medical Subject Headings) term selection and Boolean operator construction (<xref ref-type="supplementary-material" rid="app2">Multimedia Appendix 2</xref>).</p>
      </sec>
      <sec>
        <title>Screening: Title and Abstract Screening</title>
        <p>PICOS criterion guided inclusion and exclusion criteria and added other related labels. Duplicates were automatically identified using Zotero software (version 6.0.29, Corporation for Digital Scholarship, Roy Rosenzweig Center for History and New Media). Following iterative deduplication, publications underwent manual screening. Initially, 2 authors independently screened the titles and abstracts of relevant studies. The full texts of eligible studies were subsequently assessed independently by the same authors using inclusion criteria, with any arising conflicts resolved through conference discussions. Each study was evaluated against these criteria, resulting in 5210 exclusions for various reasons, including inappropriate target population, interventions not involving a game, unreasonable experimental design, nonjournal publication, and language not being English (<xref ref-type="table" rid="table1">Table 1</xref>).</p>
        <table-wrap position="float" id="table1">
          <label>Table 1</label>
          <caption>
            <p>Title and abstract screening Participants, Intervention, Comparison, Outcomes, Study design (PICOS) diagram for children with attention-deficit/hyperactivity disorder (ADHD) game interventions (2010-2024). The systematic review screening process for ADHD children game studies is based on the PICOS framework.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="150"/>
            <col width="420"/>
            <col width="430"/>
            <thead>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Inclusion criteria</td>
                <td>Exclusion criteria<sup>a</sup></td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Patient</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Children diagnosed with ADHD.</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Studies that did not only include children with ADHD and/or their caregivers (guardians, teachers, and clinicians).</p>
                    </list-item>
                    <list-item>
                      <p>Nonhuman studies.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Intervention</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Research focused on serious games designed specifically for targeting ADHD: cognitive training games, neurofeedback-based games, exergames, and social skills training games.</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Studies focused on other interventions (eg, pharmacological interventions, Pele medicine, mobile health and sensors, web-based intervention, augmented or virtual reality, and robot assistants).</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Comparison</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The comparative arms could include various interventions or usual care.</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>—<sup>b</sup></p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Outcome</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Focus on outcomes in the following developmental domains: attention, hyperactivity-impulsivity, social skills, motor skills or physical activities, executive functions, enjoyment, and intervention adherence.</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Studies lacking concrete examples or evidence.</p>
                    </list-item>
                    <list-item>
                      <p>Examples are not games or game-based platforms or software.</p>
                    </list-item>
                    <list-item>
                      <p>Studies where the original text cannot be retrieved.</p>
                    </list-item>
                    <list-item>
                      <p>Repeated trials.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Study Design</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Any experimental or quasi-experimental evaluative design, including pilot and feasibility studies.</p>
                    </list-item>
                    <list-item>
                      <p>Nonrandomized studies (eg, pre-post study with no control group).</p>
                    </list-item>
                    <list-item>
                      <p>Cohort or longitudinal studies that had pre-post outcome measures.</p>
                    </list-item>
                    <list-item>
                      <p>Case series or case studies.</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Theoretical designs or frameworks without example data.</p>
                    </list-item>
                    <list-item>
                      <p>Studies addressing conditions other than ADHD (eg, autism spectrum disorder, anxiety disorders, bipolar disorder, and learning disorders).</p>
                    </list-item>
                    <list-item>
                      <p>Studies not aimed at treating or alleviating ADHD symptoms.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Publication Type</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Peer-reviewed article.</p>
                    </list-item>
                    <list-item>
                      <p>Full paper proceedings.</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Conference abstracts, study protocols, books, websites, reviews, theses or dissertations, short conference paper proceedings, posters, and demos.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Publication period</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>From 1 January 2010 to 1 January 2024</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Before 2010, after 1 January 2024</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Setting</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Any country or region</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Not applicable</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Language</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>English</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Any other language</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Aggregate</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Included (300)</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Excluded (5210)</p>
                    </list-item>
                  </list>
                </td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table1fn1">
              <p><sup>a</sup>Exclusion criteria include nonrelevant study populations, interventions lacking a game component, inappropriate study designs, nonjournal publications, and non–English-language articles.</p>
            </fn>
            <fn id="table1fn2">
              <p><sup>b</sup>Not applicable.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
      </sec>
      <sec>
        <title>Eligibility: Content Screening</title>
        <p>Following the preliminary screening based on inclusion criteria, 300 studies were analyzed using the full-text exclusion assessment for children with ADHD game interventions as a benchmark for further content screening. Each study was evaluated against these criteria, resulting in 261 exclusions for various reasons such as lack of relevance to ADHD-only populations, excluding studies not focused on ADHD treatment, nonchild populations, nongame platforms, or lacking empirical data (<xref ref-type="table" rid="table2">Table 2</xref>). Subsequently, a quality assessment was conducted, where each criterion was rated as “yes,” “partially,” or “no,” and scored, respectively, with values of 1, 0.5, and 0. The final score, requiring a minimum of 4 out of 7 (about 60%) marks, was calculated as an average of the grades. The quality criteria and scoring methodology were based on research by Coelho et al [<xref ref-type="bibr" rid="ref33">33</xref>]. This step led to excluding 4 articles that did not meet the minimum threshold of 0.6, while 35 other articles were included (<xref ref-type="supplementary-material" rid="app3">Multimedia Appendix 3</xref>) [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref34">34</xref>-<xref ref-type="bibr" rid="ref67">67</xref>].</p>
        <p>In our literature screening process, it is crucial to ensure that the research selected develops a game specifically designed for treating children with ADHD, possesses a fundamental game structure, and is sufficiently comprehensive to allow for an analysis of its usefulness [<xref ref-type="bibr" rid="ref68">68</xref>]. However, as most games evaluated are not yet commercially available, the 8 DTx guidelines were pragmatically applied to the design of the exclusion criteria and quality assessment, drawing upon the concept of the minimum viable product (MVP). Some guidelines were temporarily deprioritized (<xref ref-type="table" rid="table3">Table 3</xref>). Despite the limited availability of MVP-related content in digital contexts, the MVP concept continues to offer the potential for enhancing product development efficiency, quality, and innovation [<xref ref-type="bibr" rid="ref69">69</xref>].</p>
        <table-wrap position="float" id="table2">
          <label>Table 2</label>
          <caption>
            <p>Full-text exclusion assessment for children with attention-deficit/hyperactivity disorder (ADHD) game interventions. Details the full-text review phase, excluding studies not focused on attention deficit hyperactivity disorder treatment, nonchild populations, nongame platforms, or lacking empirical data.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="30"/>
            <col width="770"/>
            <col width="200"/>
            <thead>
              <tr valign="top">
                <td colspan="2">Exclusion criteria</td>
                <td>Excluded, n</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td colspan="3">
                  <bold>Full-text articles excluded</bold>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Studies addressing conditions other than ADHD</td>
                <td>62</td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Studies that included not only children with ADHD and/or their caregivers</td>
                <td>54</td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Studies not aimed at treating or alleviating ADHD symptoms</td>
                <td>41</td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Studies lack concrete examples or evidence</td>
                <td>35</td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Examples are not games/game-based platforms or software</td>
                <td>39</td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Studies focused on other interventions</td>
                <td>8</td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Studies where the original text cannot be retrieved</td>
                <td>4</td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Repeated trials</td>
                <td>18</td>
              </tr>
              <tr valign="top">
                <td colspan="3">
                  <bold>Quality assessment</bold>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Substandard quality</td>
                <td>4</td>
              </tr>
              <tr valign="top">
                <td colspan="3">
                  <bold>Aggregate</bold>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Included: n=35</td>
                <td>265</td>
              </tr>
            </tbody>
          </table>
        </table-wrap>
        <table-wrap position="float" id="table3">
          <label>Table 3</label>
          <caption>
            <p>Design of minimum viable product quality evaluation in children with attention-deficit/hyperactivity disorder game interventions as digital therapeutics. The 8 digital therapeutics guidelines were pragmatically integrated with minimum viable product principles to balance game design feasibility and therapeutic relevance.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="300"/>
            <col width="350"/>
            <col width="350"/>
            <thead>
              <tr valign="top">
                <td>DTx<sup>a</sup> core principles</td>
                <td>Reasons for deprioritization</td>
                <td>Prioritization recovery</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Incorporate design, manufacturing, and quality best practices.</td>
                <td>—<sup>b</sup></td>
                <td>—</td>
              </tr>
              <tr valign="top">
                <td>Engage end users in product development and usability processes.</td>
                <td>—</td>
                <td>—</td>
              </tr>
              <tr valign="top">
                <td>Incorporate patient privacy and security protections.</td>
                <td>—</td>
                <td>—</td>
              </tr>
              <tr valign="top">
                <td>Apply product deployment, management, and maintenance best practices.</td>
                <td>During initial development and prototyping, the primary focus might be on validating the therapeutic concept and functionality rather than on the complexities of deployment and ongoing maintenance.</td>
                <td>Applying product deployment, management, and maintenance becomes critical as the product approaches a state ready for broader testing or market launch, to ensure scalability, reliability, and user support.</td>
              </tr>
              <tr valign="top">
                <td>Publish trial results inclusive of clinically meaningful outcomes in peer-reviewed journals.</td>
                <td>—</td>
                <td>—</td>
              </tr>
              <tr valign="top">
                <td>Be reviewed and cleared or certified by regulatory bodies as required to support product claims of risk, efficacy, and intended use.</td>
                <td>Early-stage products, particularly those in the research, discovery, or pre-clinical phases, may not yet have undergone regulatory review.</td>
                <td>The process of obtaining regulatory clearance or certification often comes after proving the product's efficacy and safety, which are established through clinical trials.</td>
              </tr>
              <tr valign="top">
                <td>Make claims appropriate to clinical evaluation and regulatory status.</td>
                <td>In the exploratory stages of development, a DTx product might not yet have undergone extensive clinical evaluation, and thus cannot make definitive claims about its efficacy, safety, or intended use.</td>
                <td>Formal claims become relevant and necessary as the product undergoes clinical trials and seeks regulatory approval.</td>
              </tr>
              <tr valign="top">
                <td>Collect, analyze, and apply real-world evidence and/or product performance data.</td>
                <td>—</td>
                <td>—</td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table3fn1">
              <p><sup>a</sup>DTx: digital therapeutics.</p>
            </fn>
            <fn id="table3fn2">
              <p><sup>b</sup>Not available.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
      </sec>
      <sec>
        <title>Included: Data Abstraction and Analysis</title>
        <p>To screen the final record set for inclusion criteria, after manually removing duplicates (identical game instances with different paper titles), 2 authors used Zotero to further screen the publications manually. Together, the 2 authors determined keywords and selected databases in step 1. In the screening step, the first author screened the titles and abstracts of all records, applying inclusion criteria to identify obvious exclusions. Subsequently, in the eligibility step, the 2 authors independently reviewed the remaining papers and resolved any conflicts through discussion, arriving at the final decision.</p>
        <p>Significant heterogeneity in study types, comparisons, intervention programs, and outcomes indicated that the data from this review were not suitable for meta-analysis. Therefore, descriptive analysis was used to summarize the impact of serious games on the rehabilitation of children with ADHD. The process of conducting descriptive analysis involved tabulating features of the original studies from 2 perspectives: experimental design and game design. This included software, description of gameplay, duration, length and frequency, sample size and characteristics, and sex of children participants. Jing Lin and Woo-Rin Chang independently extracted this information using predefined Microsoft Excel (<xref ref-type="table" rid="table4">Table 4</xref>).</p>
        <p>Subsequently, the authors thoroughly reviewed and validated the collected data to ensure accuracy and reliability. In cases of disagreement, consensus was reached through discussion. Finally, the data were organized and categorized for each specific outcome to enable a comprehensive assessment of the findings.</p>
        <table-wrap position="float" id="table4">
          <label>Table 4</label>
          <caption>
            <p>Characteristics of included studies.</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="100"/>
            <col width="200"/>
            <col width="500"/>
            <col width="200"/>
            <thead>
              <tr valign="top">
                <td>Studies</td>
                <td>Software, sample size, and characteristics</td>
                <td>Description and sex of the child participants</td>
                <td>Duration, length, and frequency</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td>Giannaraki et al [<xref ref-type="bibr" rid="ref34">34</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>ADDventurous Rhythmical Planet</p>
                    </list-item>
                    <list-item>
                      <p>4 children (including 2 with ADHD<sup>a</sup>) and 4 expert educators</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Players use the tin drum to produce rhythms and collaborate in multiuser mode to achieve common goals.</p>
                    </list-item>
                    <list-item>
                      <p>3 male and 1 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <break/>
                  <list list-type="bullet">
                    <list-item>
                      <p>—<sup>b</sup></p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Rodrigo-Yanguas et al [<xref ref-type="bibr" rid="ref35">35</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The Secret Trail of Moon</p>
                    </list-item>
                    <list-item>
                      <p>37 children and adolescents</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Including 5 VR<sup>c</sup> minigames, each aimed at enhancing specific cognitive skills.</p>
                    </list-item>
                    <list-item>
                      <p>25 male and 12 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Single sessions for 10-40 min</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Aghdam and Alavi [<xref ref-type="bibr" rid="ref36">36</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>MIND PRO Working Memory Game</p>
                    </list-item>
                    <list-item>
                      <p>6 children with ADHD, ages 6 to 11 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>In the auditory section of the game, players identify and select boxes that produce distinct sounds from multiple options</p>
                    </list-item>
                    <list-item>
                      <p>The visual section requires players to select boxes that contain matching images</p>
                    </list-item>
                    <list-item>
                      <p>4 male and 2 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>30 min per session, 12 sessions total</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Batista et al [<xref ref-type="bibr" rid="ref37">37</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Taboo!</p>
                    </list-item>
                    <list-item>
                      <p>184 children with ADHD, ages 7-14 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The game uses an endless runner format where the player avoids obstacles and solves math problems</p>
                    </list-item>
                    <list-item>
                      <p>Predominantly male</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>—</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Wiguna et al [<xref ref-type="bibr" rid="ref38">38</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Indonesian computer-based game prototype</p>
                    </list-item>
                    <list-item>
                      <p>10 children with drug-naïve ADHD, aged 7-12 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>A role-playing game features children acting as fruit car drivers, tasked with delivering color-specific fruits to corresponding houses</p>
                    </list-item>
                    <list-item>
                      <p>9 male and 1 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>30 min per session, 20 sessions total over 4 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Ou et al [<xref ref-type="bibr" rid="ref39">39</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Fishing Master/Fruit Train/Ocean Manager</p>
                    </list-item>
                    <list-item>
                      <p>3 children aged 8-12 years old diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The games enhance hand-eye coordination and balance through activities like catching fish, picking fruit on a moving train, and feeding fish while dodging obstacles</p>
                    </list-item>
                    <list-item>
                      <p>1 male and 2 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>40 min per session, 3 times a week for 3 months</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Capelo et al [<xref ref-type="bibr" rid="ref40">40</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Multisensory Virtual Game</p>
                    </list-item>
                    <list-item>
                      <p>20 children aged 7-12 years, including both children with and without ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>In a multisensory game, children use the Leap Motion controller to match virtual objects to containers based on their color and shape</p>
                    </list-item>
                    <list-item>
                      <p>Mixed (10 children with ADHD and including 4 female and 6 male; 10 children without ADHD and including 4 female and 6 male)</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>—</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>García-Baos et al [<xref ref-type="bibr" rid="ref41">41</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>RECOGNeyes</p>
                    </list-item>
                    <list-item>
                      <p>28 children aged 8-15 years diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>In the word recognition task, participants need to identify the correct words displayed among scrambled words at the screen's center</p>
                    </list-item>
                    <list-item>
                      <p>18 male and 10 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>30 min per session, 3 times per week for 3 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Avila-Pesantez et al [<xref ref-type="bibr" rid="ref42">42</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>ATHYNOS</p>
                    </list-item>
                    <list-item>
                      <p>11 children diagnosed with ADHD, aged 7-10 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>AR game, activities in the ATHYNOS prototype include “Drag and Drop” and “Shapes,” focusing on improving hand-eye coordination</p>
                    </list-item>
                    <list-item>
                      <p>9 male and 2 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>20 min per session, 2 times per week during a month</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Kanellos et al [<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>REEFOCUS</p>
                    </list-item>
                    <list-item>
                      <p>75 children diagnosed with ADHD aged 8-14 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>A management simulation game set in an underwater environment where players engage in tasks</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>45 min per session for 8 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Kollins et al [<xref ref-type="bibr" rid="ref44">44</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>AKL-T01(An early version of EndeavorRx)</p>
                    </list-item>
                    <list-item>
                      <p>206 children. 130 children continued stimulant medication during the study. 76 children, no ADHD medication.</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Players control a character navigating a colorful, animated world on a fixed path</p>
                    </list-item>
                    <list-item>
                      <p>154 male and 52 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>12 weeks, split into two 4-week treatment phases with a 4-week pause in between</p>
                    </list-item>
                    <list-item>
                      <p>Daily sessions of ~25 minutes, consisting of five 5-minute missions, 5 days a week</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Machado et al [<xref ref-type="bibr" rid="ref45">45</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>3 children aged 7-12 years are diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>A dry a wireless electroencephalography headset captures the player’s brain activity, gameplay involves tasks like collecting stars or managing fuel levels</p>
                    </list-item>
                    <list-item>
                      <p>3 male</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>20-60 min per session</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>De la Guía et al [<xref ref-type="bibr" rid="ref46">46</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>StiCap</p>
                    </list-item>
                    <list-item>
                      <p>12 children with ADHD, ages 5-16 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The games use tangible user interfaces with RFID technology for engaging learning activities</p>
                    </list-item>
                    <list-item>
                      <p>8 male and 4 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>—</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Avila-Pesantez et al [<xref ref-type="bibr" rid="ref47">47</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>CIUDAD PUZZLE</p>
                    </list-item>
                    <list-item>
                      <p>20 children diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>A puzzle game that incorporates NFC tags to interact with physical game pieces</p>
                    </list-item>
                    <list-item>
                      <p>14 male and 6 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>15 min per session, 2 times per week for 3 months</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Schena et al [<xref ref-type="bibr" rid="ref48">48</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>IAmHero</p>
                    </list-item>
                    <list-item>
                      <p>60 children with ADHD, age 5-12 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The application features 3 VR mini-games to enhance various abilities</p>
                    </list-item>
                    <list-item>
                      <p>33 male and 27 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>30 min weekly for 6 months</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Blandón et al [<xref ref-type="bibr" rid="ref49">49</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Harvest Challenge</p>
                    </list-item>
                    <list-item>
                      <p>9 children diagnosed with ADHD, ages 5 to 12 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Gameplay is controlled by monitoring attention levels via a Brain-Computer Interface (BCI)</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>30 min per session, 2 sessions total</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Vita and Mennitto [<xref ref-type="bibr" rid="ref50">50</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>NEUROBOT</p>
                    </list-item>
                    <list-item>
                      <p>A 10-year-old child diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Participants control the speed of a Lego robot by concentrating and using brain wave activity to compete in races, aiming to increase the robot’s speed</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>30 min weekly</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Chen et al [<xref ref-type="bibr" rid="ref51">51</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>10 children diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The game features tasks that require players to respond in real time to changes in their brainwave status</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Twice a week, 30-60 min per session for 14 sessions</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Soysal et al [<xref ref-type="bibr" rid="ref52">52</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Tetris</p>
                    </list-item>
                    <list-item>
                      <p>6 children, including 2 diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The study explored how different types of background music affect the attention levels of children while playing Tetris</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>—</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Weerdmeester et al [<xref ref-type="bibr" rid="ref53">53</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Adventurous Dreaming Highflying Dragon</p>
                    </list-item>
                    <list-item>
                      <p>73 school-aged children with elevated ADHD symptoms</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Players control avatars through full-body movements to solve cognitively challenging tasks in the game</p>
                    </list-item>
                    <list-item>
                      <p>58 male and 15 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>15 min per session, 2 times per week for 3 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Jácome et al [<xref ref-type="bibr" rid="ref54">54</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>DIVIDI2</p>
                    </list-item>
                    <list-item>
                      <p>5 children diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Set on Mars, the gameplay transforms each child into an astronaut on various adventures</p>
                    </list-item>
                    <list-item>
                      <p>3 male and 2 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>2 weekly sessions for a month</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Kim et al [<xref ref-type="bibr" rid="ref55">55</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Eye-contact game</p>
                    </list-item>
                    <list-item>
                      <p>40 children diagnosed with ADHD by DSM-5<sup>d</sup> criteria</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>An eye contact game encourages children to recognize faces and improve attention and social interaction skills</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>30 min per session, 15 sessions total over 6 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Martínez et al [<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>KAPEAN</p>
                    </list-item>
                    <list-item>
                      <p>15 children with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Children can interact with digital games using either a traditional mouse or hand gestures detected by a Leap Motion device</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>10 min for 4 months</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Crepaldi et al [<xref ref-type="bibr" rid="ref57">57</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Antonyms</p>
                    </list-item>
                    <list-item>
                      <p>16 boys aged 8–11, including 8 with ADHD and 8 controls</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Players roleplay as superheroes in a realm where usual rules are inverted, needing to restrain impulsive actions to advance</p>
                    </list-item>
                    <list-item>
                      <p>16 male</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>45 min per session</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Bul et al [<xref ref-type="bibr" rid="ref58">58</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Plan-It Commander</p>
                    </list-item>
                    <list-item>
                      <p>170 children with ADHD diagnosis, aged 8-12 years, and their parents and teachers</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The game engages players in a 10-mission online adventure, requiring specific skills to overcome challenges guided by a narrative</p>
                    </list-item>
                    <list-item>
                      <p>137 male and 33 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>65 min per session, 3 times per week, over 20 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Castro and Huamanchahua [<xref ref-type="bibr" rid="ref59">59</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Casa de Spots</p>
                    </list-item>
                    <list-item>
                      <p>35 children (19 with ADHD, 16 without ADHD)</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The math learning game covers basic mathematics, including even and odd numbers, fractions, and geometric shapes</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>—</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Celis et al [<xref ref-type="bibr" rid="ref60">60</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Dilud</p>
                    </list-item>
                    <list-item>
                      <p>15 children with ADHD and their parents</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Interactive and dynamic games designed to reinforce rote learning in children with ADHD employ the Tajima Cognitive Test method</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>10 min daily</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Retalis et al [<xref ref-type="bibr" rid="ref61">61</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Kinems</p>
                    </list-item>
                    <list-item>
                      <p>11 children diagnosed with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Touchless motion-based games use the player’s body movements and gestures for interaction</p>
                    </list-item>
                    <list-item>
                      <p>10 male and 1 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>30 min per session, 2-3 times per week for a month</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Dovis et al [<xref ref-type="bibr" rid="ref62">62</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Braingame Brian</p>
                    </list-item>
                    <list-item>
                      <p>89 children with a clinical diagnosis of ADHD, aged 8-12 years</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Three minigames are designed to target distinct cognitive skills: working memory, inhibition, and cognitive flexibility</p>
                    </list-item>
                    <list-item>
                      <p>25 male and 6 female in full active; 22 male and 6 female in partially active; 24 male and 6 female in placebo</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>35-50 min per session, 5 times per week for 5 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Gizatdinova et al [<xref ref-type="bibr" rid="ref63">63</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>PigScape</p>
                    </list-item>
                    <list-item>
                      <p>10 Children with ADHD</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>The game alternates between active and still phases to enhance impulse control, challenging children to mimic and hold postures</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>—</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Ji et al [<xref ref-type="bibr" rid="ref14">14</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Alchemist’s Treasure</p>
                    </list-item>
                    <list-item>
                      <p>30 children with ADHD (8-12 years).</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Combines physical activity (running/jumping on a sensor-equipped board) with cognitive challenges (avoiding obstacles, collecting items)</p>
                    </list-item>
                    <list-item>
                      <p>26 male and 4 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>3 sessions per week, 50 min per day for 4 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Ahmadi et al [<xref ref-type="bibr" rid="ref64">64</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>TARLAN</p>
                    </list-item>
                    <list-item>
                      <p>60 children (8-12 years): 40 with ADHD and 20 non-ADHD with social skills deficits</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Simulation game with 40 scenarios using the SOCCSS model across four social contexts</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>8 sessions, 2 sessions per week, 20-30 minutes each, 3 phases</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>García-Redondo et al [<xref ref-type="bibr" rid="ref65">65</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>“Boogies Academy” and “Culbrain”</p>
                    </list-item>
                    <list-item>
                      <p>44 children with ADHD and SLD (6-16 years).</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Each includes 10 subgames targeting specific intelligence (eg, logical-mathematical, spatial)</p>
                    </list-item>
                    <list-item>
                      <p>27 male and 17 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>28 sessions, 2 sessions per week, 10 min per session</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Barba et al [<xref ref-type="bibr" rid="ref66">66</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>BRAVO</p>
                    </list-item>
                    <list-item>
                      <p>60 children (3-12 years old)</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Three minigames, including spatial reasoning in virtual environments, obstacle avoidance with rule adherence and teamwork in a spaceship scenario</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>27 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>Kim et al [<xref ref-type="bibr" rid="ref67">67</xref>]</td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>NeuroWorld DTx<sup>e</sup></p>
                    </list-item>
                    <list-item>
                      <p>30 children (6-13 years old), 15 experimental, 15 control</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>Glass bridge recognition, spatial obstacle avoidance</p>
                    </list-item>
                    <list-item>
                      <p>Remembering animal sounds and counts</p>
                    </list-item>
                    <list-item>
                      <p>23 male and 7 female</p>
                    </list-item>
                  </list>
                </td>
                <td>
                  <list list-type="bullet">
                    <list-item>
                      <p>20 sessions, 30 minutes per day for 4 weeks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table4fn1">
              <p><sup>a</sup>ADHD: attention-deficit/hyperactivity disorder.</p>
            </fn>
            <fn id="table4fn2">
              <p><sup>b</sup>Not available.</p>
            </fn>
            <fn id="table4fn3">
              <p><sup>c</sup>VR: virtual reality.</p>
            </fn>
            <fn id="table4fn4">
              <p><sup>d</sup>DSM-5: Diagnostic and Statistical Manual of Mental Disorders (Fifth Edition).</p>
            </fn>
            <fn id="table4fn5">
              <p><sup>e</sup>DTx: digital therapeutics.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
      </sec>
    </sec>
    <sec sec-type="results">
      <title>Results</title>
      <sec>
        <title>Overview</title>
        <p>The optimized search strategy identified 7283 additional records. After cross-validation with the exploration phase, with 1771 duplicates and 2 retracted articles excluded, yielding 5510 articles were aggregated using Zotero (version 6.0.36). After screening titles and abstracts, 300 articles met the inclusion criteria, and upon a complete reading of each article, 261 articles met the exclusion criteria. Finally, after a quality assessment excluded 4 articles, 35 publications were screened to fulfill the basic DTx criteria (<xref rid="figure1" ref-type="fig">Figure 1</xref>).</p>
        <fig id="figure1" position="float">
          <label>Figure 1</label>
          <caption>
            <p>PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) flow diagram. ADHD: attention deficit hyperactivity disorder; PICOS: Participants, Intervention, Comparison, Outcomes, and Study.</p>
          </caption>
          <graphic xlink:href="games_v13i1e60937_fig1.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
        </fig>
        <p>The 35 papers in our review were published in journals or conference proceedings across a variety of fields (based on the journal descriptions), as described in the journals. Of these, 14 were from interdisciplinary publications, 8 from computer science, 7 from psychology and medicine, 3 from education, and 3 from design. Among the game examples, wearables and sensors were used in 37% of papers (13/35), 37% (13/35) being 3D games and 63% (22/35) being 2D, and most were single player (31/35, 89%; <xref ref-type="supplementary-material" rid="app4">Multimedia Appendix 4</xref>).</p>
        <p>The selected papers encompassed 1408 participants, with sample sizes ranging from 1 to 206. Gender was recorded for 22 of the 35 trials, totaling 888 children, 660 male and 228 female. These data confirm the established sex disparity in ADHD prevalence, with male participants demonstrating significantly higher diagnosis rates than female participants [<xref ref-type="bibr" rid="ref70">70</xref>]. Notable methodological limitations were identified, particularly regarding sample size constraints (median 20). Among the included studies, 28 provided intervention duration, and 64% (18) implemented interventions lasting fewer than 8 weeks, coupled with heterogeneous outcome measurement approaches. As some of the trials were quantitative research or qualitative research, there were issues of heterogeneity and bias or the results of competence enhancement were not rigorously quantified in the conclusions, we used a uniform use of descriptive analyses to elaborate on the findings (<xref ref-type="table" rid="table4">Table 4</xref>).</p>
      </sec>
      <sec>
        <title>Enjoyment</title>
        <p>In total, 89% (31/35) of the studies investigated participants’ enjoyment of these serious games. The results on enjoyment were generally positive (<xref ref-type="supplementary-material" rid="app5">Multimedia Appendix 5</xref>) [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref34">34</xref>-<xref ref-type="bibr" rid="ref67">67</xref>], with 19% (6/31) of the trials including negative results on enjoyment. Children as the primary target group not only expressed their enjoyment through interviews and questionnaires, but some also directly expressed a desire to continue playing the game [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref54">54</xref>]. Although the games initially appeared very appealing, interest varied over time and could wane once children mastered them, leading to reduced enthusiasm [<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref42">42</xref>]. However, children demonstrated consistently high satisfaction with the game intervention in most trials. In 45% (14/31) of the studies, player enjoyment was maintained by customizing the difficulty. Most measures of enjoyment were obtained through pre- and postintervention observations and assessments, satisfaction surveys, and electroencephalography (EEG) signal analyses. In particular, the game StiCap measures player enjoyment by testing the user experience with Smileyometer tests [<xref ref-type="bibr" rid="ref46">46</xref>].</p>
      </sec>
      <sec>
        <title>Attention</title>
        <p>Attention, identified as the most competency in need of improvement in children with ADHD, received focus in 80% (28/35) of the studies [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref34">34</xref>-<xref ref-type="bibr" rid="ref56">56</xref>,<xref ref-type="bibr" rid="ref64">64</xref>-<xref ref-type="bibr" rid="ref67">67</xref>], with 2 studies emphasizing visual attention [<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref65">65</xref>]. Among these games, 46% (13/28) of the studies focused on using carefully crafted game rules to promote attention [<xref ref-type="bibr" rid="ref34">34</xref>-<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref64">64</xref>,<xref ref-type="bibr" rid="ref65">65</xref>,<xref ref-type="bibr" rid="ref67">67</xref>]. Furthermore, 36% (10/28) of the studies concentrated on attentional training using various technologies [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref45">45</xref>-<xref ref-type="bibr" rid="ref52">52</xref>,<xref ref-type="bibr" rid="ref66">66</xref>]. Specifically, 7 studies used EEG headsets to capture brainwave data for observing attention levels [<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref49">49</xref>-<xref ref-type="bibr" rid="ref52">52</xref>,<xref ref-type="bibr" rid="ref56">56</xref>,<xref ref-type="bibr" rid="ref66">66</xref>], and 2 of these used attention levels, as measured by the brain-computer interface, to control gameplay [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref52">52</xref>]. 21% (6/28) of the studies focused on using in-game interaction design to motivate player focus, with 83% (5/6) using a Kinect sensor to recognize players’ movements or gestures and input this data into the virtual world to generate interactions [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref53">53</xref>,<xref ref-type="bibr" rid="ref56">56</xref>,<xref ref-type="bibr" rid="ref66">66</xref>], while 17% (1/6) applied design principles from the EMOINAD guide for mobile interfaces [<xref ref-type="bibr" rid="ref54">54</xref>]. Notably, KAPEAN and BRAVO integrated wearable sensors, leveraging Kinect and electrocardiography to adapt therapy [<xref ref-type="bibr" rid="ref56">56</xref>,<xref ref-type="bibr" rid="ref66">66</xref>].</p>
        <p>The studies consistently demonstrate significant improvements in attention spans among ADHD children across various gaming interventions (<xref ref-type="supplementary-material" rid="app5">Multimedia Appendix 5</xref>) [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref34">34</xref>-<xref ref-type="bibr" rid="ref67">67</xref>]. Changes in attention before and after the trials were assessed using various methods, the most common being standardized tests such as the Conners-3 scales, the Italian Battery for ADHD (BIA), the Attention Test for Elementary School Children (ATESC), and Swanson, Nolan, and Pelham Rating Scale, Version IV ratings, along with behavioral observations and electroencephalography signal analyses. Specifically, the game CIUDAD PUZZLE uses the perception of differences test (Faces-R) to measure improvements in attention performance [<xref ref-type="bibr" rid="ref47">47</xref>].</p>
      </sec>
      <sec>
        <title>Hyperactivity-Impulsivity</title>
        <p>In total, 29% (10/35) of studies focused on research related to hyperactivity-impulsivity; 30% (3/10) of studies focused on the interaction design and user experience [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref53">53</xref>], and 30% (3/10) of studies used virtual reality to create an immersive therapeutic environment for relief of hyperactivity-impulsivity [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref48">48</xref>]. Another 30% (3/10) of the studies focused on improving hyperactivity-impulsivity symptoms with counterintuitive game rules designed to stimulate impulsive responses, requiring players to inhibit these responses to succeed, and the game’s difficulty can be adjusted based on the child’s progress [<xref ref-type="bibr" rid="ref57">57</xref>,<xref ref-type="bibr" rid="ref63">63</xref>,<xref ref-type="bibr" rid="ref67">67</xref>]. Hyperactivity-impulsivity symptom improvement was measured primarily by direct observation and decreased hyperactivity-impulsivity scores. Although some of the studies were not statistically emphasized, and 1 study reported no significant changes in hyperactivity-impulsivity symptoms (Evaluation of the Deficit of Attention and Hyperactivity scale) following a gaming intervention [<xref ref-type="bibr" rid="ref65">65</xref>], it was possible to see improvements in inhibitory control in most studies.</p>
      </sec>
      <sec>
        <title>Social Skills</title>
        <p>In total, 17% (6/35) of the studies focused on research related to social skills. In 3 of these studies, the single-player game Plan-It Commander, TARLAN, and BRAVO provide an in-game interactive environment where children learn and practice social skills through task challenges [<xref ref-type="bibr" rid="ref58">58</xref>,<xref ref-type="bibr" rid="ref64">64</xref>,<xref ref-type="bibr" rid="ref66">66</xref>]. The eye-contact game requires participants to match and maintain eye contact with a virtual character [<xref ref-type="bibr" rid="ref55">55</xref>]. The multiplayer game PigScape supports colocated gameplay, meaning that children play in pairs. This setup aims to create a learning environment in which children can support each other and enhance their social interactions and communication skills [<xref ref-type="bibr" rid="ref63">63</xref>]. In particular, ADDventurous Rhythmical Planet offers the option to play alone or in collaboration with others, using a multiuser mode that fosters teamwork and communication. In addition to observational assessments, social skills can be scientifically assessed using the social skills rating system [<xref ref-type="bibr" rid="ref34">34</xref>]. Although some of the trials were not statistically significant though not statistically significant, the results were generally positive.</p>
      </sec>
      <sec>
        <title>Motor Skills</title>
        <p>In total, 7 (7/35, 20%) studies focused on motor skills. 57% (4/7) of these studies were designed to engage children in physical activities, using their body movements to interact with the game through a Kinect camera [<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref53">53</xref>,<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref63">63</xref>]. The remaining 3 studies used VR technology to train body coordination, specifically focusing on hand-eye and hand-foot coordination [<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref66">66</xref>]. Children were observed to have enhanced hand-eye coordination because of interacting with the interface, but no significant changes in gross motor skills were noted, suggesting no targeted training or measurement for substantial motor skill development [<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref53">53</xref>].</p>
      </sec>
      <sec>
        <title>Executive Functions</title>
        <p>In total, 43% (15/35) of the studies focused on enhancing executive functioning, comprising 3 core functions: working memory, cognitive flexibility, and inhibitory control. Inhibitory control is discussed in the hyperactivity-impulsivity section. A total of 87% (13/15) of studies targeted working memory, primarily through repetitive practice in the games, with 2 studies focused on enhancing math skills [<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref59">59</xref>]. Around 13% (2/15) of the studies aimed at enhancing children’s emotion regulation [<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref56">56</xref>] were viewed as integrating cognitive flexibility and inhibitory control. Four of these studies enhanced children’s cognitive flexibility and problem-solving through virtual reality environments [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref66">66</xref>]. A total of 5 studies reported synthesizing improvements in executive function through multiple mini-games [<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref58">58</xref>,<xref ref-type="bibr" rid="ref64">64</xref>,<xref ref-type="bibr" rid="ref66">66</xref>].</p>
        <p>Most of the trials concluded that serious games had positive effects on executive functions, except for one report where enhanced cognitive flexibility and problem-solving abilities were observed in 1 participant through improved Wisconsin Card Sorting Test (WCST) scores, although the results for the other participants were not favorable [<xref ref-type="bibr" rid="ref39">39</xref>]. Improvements in executive functioning are evaluated primarily through observational assessments by parents and teachers, and through scientific tests such as the Wechsler Memory Scale, Tower of London task (TOL), Behavioral Rating Inventory of Executive Function (BRIEF), and WCST. In addition, it is assessed by the scores achieved by the children during the game [<xref ref-type="bibr" rid="ref60">60</xref>,<xref ref-type="bibr" rid="ref62">62</xref>], such as behavioral tests like the Frankfurt Attention Inventory, Go/No-go [<xref ref-type="bibr" rid="ref14">14</xref>], and through electroencephalography technology to monitor the children’s emotional and cognitive states during gameplay [<xref ref-type="bibr" rid="ref56">56</xref>].</p>
      </sec>
    </sec>
    <sec sec-type="discussion">
      <title>Discussion</title>
      <sec>
        <title>Principal Findings</title>
        <p>To our knowledge, this is not the inaugural systematic review in this field. However, it incorporates DTx guidelines to provide current and industry-standard insights, critically examining many original studies, serious games of various types, and outcomes. In addition, it addresses the multisymptom nature of ADHD, focusing on enhancements in social interactions, motor skills, and executive functions, extending beyond the core symptoms of inattention, and hyperactivity-impulsivity, to include children’s enjoyment of games. The review suggests that serious games hold great promise in the field of treatment for children with ADHD. However, findings were interpreted cautiously using descriptive analyses due to the wide variation in study design, sample size, targeting ability and duration, outcomes, and associated risks.</p>
        <p>The results indicate that serious games may be beneficial for improving inattention, potentially serving as an effective alternative or supplement to traditional rehabilitation methods for key ADHD symptoms. Changes in EEG patterns, especially in the alpha and beta bands, support the effectiveness of serious games for enhancing attention [<xref ref-type="bibr" rid="ref49">49</xref>]. Serious games provide a more engaging and digital format, enhancing enjoyment and promoting adherence among children [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref62">62</xref>]. This factor has been recognized as crucial for improving adherence to interventions [<xref ref-type="bibr" rid="ref54">54</xref>]. The findings reveal that serious games use feedback mechanisms and engaging digital experience through game rules, technology, and interaction design to maximize participant motivation and minimize boredom [<xref ref-type="bibr" rid="ref67">67</xref>,<xref ref-type="bibr" rid="ref71">71</xref>,<xref ref-type="bibr" rid="ref72">72</xref>]. Serious games can also be tailored to individual patient needs, resulting in more personalized and effective treatment. However, further research is necessary to examine the long-term effects of serious games on attention.</p>
        <p>The integration of serious games into ADHD interventions provides a promising avenue for addressing hyperactivity-impulsivity symptoms in children. The aspect of impulsivity in ADHD, characterized by rash decision-making and difficulty in delaying gratification, can be addressed through games that require players to make calculated decisions to progress. Games that incorporate delay mechanisms or require the player to strategize can help in cultivating patience and strategic thinking, thus directly engaging with impulsivity control mechanisms. The games which focus on inhibitory control and cognitive flexibility, are reported to enhance the ability to suppress inappropriate motor responses and reduce impulsive behaviors in ADHD children [<xref ref-type="bibr" rid="ref57">57</xref>,<xref ref-type="bibr" rid="ref63">63</xref>]. Specifically, games that involve physical activity and require controlled responses have shown potential in managing these symptoms by improving motor skills and behavioral responses [<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref53">53</xref>]. These findings are aligned with our observations where engagement in game-based tasks that demanded physical interaction not only helped in controlling impulsivity but also appeared to improve overall motor coordination [<xref ref-type="bibr" rid="ref53">53</xref>] However, while digital games show promise, their effectiveness can vary based on the individual’s specific characteristics and the nature of the game mechanics. Games that require consistent engagement and provide immediate feedback, such as those with a narrative or competitive elements, may sustain attention better and lead to more significant improvements in hyperactive and impulsive behaviors [<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref57">57</xref>].</p>
        <p>The results of the study suggest that serious games may enhance the social skills of children with ADHD. Multiplayer gaming is not a requirement, games are primarily set in virtual environments that facilitate interaction or collaboration among peers, thereby aiding children with ADHD in developing their social skills. Most studies report consistent results, showing improvement in children’s social skills after using serious games, compared with the pre-experimental period. Children found the games engaging and expressed a desire to share their experiences with friends. However, when playing games with peers, children may experience frustration from not keeping up with friends for various reasons, leading to a loss of interest in continuing the game [<xref ref-type="bibr" rid="ref34">34</xref>].</p>
        <p>The current study does not find evidence to suggest a positive effect of serious games on the motor abilities of children with ADHD. However, the use of a Kinect sensor for full-body interaction during serious games is reported to be more engaging than traditional forms of exercise, enhancing fine motor skills, but there are no significant changes in gross motor skills [<xref ref-type="bibr" rid="ref53">53</xref>]. In addition, limitations in motor skills enhancement results may stem from variations in measurement methods and study quality. Most studies concentrate on improving attention and inhibitory control in children with ADHD through exercise or physical activity, rather than sports instruction. Further research examining motor practice in serious games could shed more light on potential benefits for individuals with ADHD. This review also indicates that somatosensory digital systems, which use body movements and gestures as inputs, may achieve higher adherence rates than traditional games [<xref ref-type="bibr" rid="ref63">63</xref>]. This underscores the importance of incorporating digital systems in serious gaming interventions, which could significantly affect their effectiveness. However, adherence rates may vary by population and specific intervention [<xref ref-type="bibr" rid="ref73">73</xref>], necessitating further research to fully assess the impact of digital systems on adherence in serious gaming interventions.</p>
        <p>Findings suggest that serious games may be beneficial and may improve executive functioning in children with ADHD. The studies in this review focused on working memory for executive functions, such as math skills, inhibitory control-related impulsivity symptoms, and emotion regulation. It should be emphasized that improvements in executive functioning may be influenced by a variety of factors and therefore may result in a lack of observed improvements [<xref ref-type="bibr" rid="ref74">74</xref>]. Improvements in working memory can be more intuitively reflected in scores on games, and inhibitory control-related abilities are improved to some extent primarily by completing impulse-suppressing game challenges. Beyond this, it is not clear whether long-term interventions lead to significant improvements, which is consistent with the results of previous reviews [<xref ref-type="bibr" rid="ref75">75</xref>].</p>
        <p>The results of the current research on the enjoyment of serious games are generally positive, some of the studies that reported adverse outcomes involved difficult, reproducible, and device-related adverse events [<xref ref-type="bibr" rid="ref44">44</xref>]. As the aim of these serious games is to improve various symptoms of ADHD, this often results in a relatively repetitive gameplay process. While games are initially appealing, participant interest varies over time, making compliance with the program one of the most significant challenges. [<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref45">45</xref>]. Therefore, controlling the game’s difficulty is crucial, a game that is too difficult can frustrate children, leading them to give up [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref53">53</xref>,<xref ref-type="bibr" rid="ref56">56</xref>]. However, games that are too easy may become uninteresting to children once mastered, leading to reduced enthusiasm unless new games are introduced. Of the 35 studies reviewed, 19 discussed customizing the game: 4 were customized for appearance only, while the remaining 15 involved adjusting levels and tasks according to the player’s performance. This suggests that game designers, to prevent boredom during gameplay, use progressively increasing levels of difficulty to stimulate children’s desire for a challenge [<xref ref-type="bibr" rid="ref76">76</xref>]. For example, in “Alchemist’s Treasure,” exercise intensity was adjusted to 60%-80% of heart rate reserve based on individual metrics [<xref ref-type="bibr" rid="ref14">14</xref>]. The difficulty levels in “Boogies Academy” and “Culbrain” were adapted based on age [<xref ref-type="bibr" rid="ref65">65</xref>]. At the same time, the game uses gamification elements such as points, rewards, rankings, and levels as feedback mechanisms to minimize tedium [<xref ref-type="bibr" rid="ref59">59</xref>,<xref ref-type="bibr" rid="ref60">60</xref>]. Higher interactivity enhances player acceptance, and appropriate difficulty control can gain more favor among players. For example, in the game “The Secret Trail of the Moon,” among the 5 minigames, Teka Teki is highly interactive but also the most difficult, with a strict difficulty curve that impedes progress and may lead to a decline in initial motivation. In contrast, Kuburi, another reasonably difficult and interactive mini-game, received the highest usability score [<xref ref-type="bibr" rid="ref35">35</xref>]. While serious games aim to address these issues through interesting experiences, they may still struggle to fully engage children who have severe attention deficits and impulsiveness, traits that are common in ADHD [<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref50">50</xref>,<xref ref-type="bibr" rid="ref56">56</xref>]. It appears that a suitable solution for this issue has not yet been identified and requires further examination by future research.</p>
        <p>Recent advancements in serious games for ADHD incorporate diverse interventions. For example, cognitive training games strengthen attention and executive functions through adaptive memory and game tasks [<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref48">48</xref>], whereas neurofeedback integrates real-time electrocardiography data to promote self-regulation [<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref49">49</xref>,<xref ref-type="bibr" rid="ref66">66</xref>]. Exergaming combines physical activity with gaming [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref53">53</xref>], while social simulation games use role-playing scenarios to enhance emotional awareness [<xref ref-type="bibr" rid="ref58">58</xref>,<xref ref-type="bibr" rid="ref64">64</xref>]. By blending cognitive, physical, and emotional strategies, serious games provide scalable, complementary tools that may amplify traditional ADHD interventions.</p>
        <p>Although the probability of having more than 1 comorbid condition in people with ADHD is high [<xref ref-type="bibr" rid="ref3">3</xref>], no in-depth or categorical studies of comorbid conditions were found in the included studies. Instead, researchers chose to prioritize a more representative sample of children with ADHD over a “pure” ADHD sample, which would be less generalizable [<xref ref-type="bibr" rid="ref44">44</xref>]. Meanwhile, only one study categorized and discussed the subtypes of study participants to target treatment more effectively [<xref ref-type="bibr" rid="ref35">35</xref>]. This oversight of comorbidities and subtypes may increase the difficulty of integrating the game into daily patient use.</p>
        <p>Most studies in this review did not report safety outcomes associated with serious games. Of the 5 studies using VR technology, only 1 reported adverse effects, such as dizziness and virtual reality motion sickness [<xref ref-type="bibr" rid="ref35">35</xref>]. Some children found the EEG headsets uncomfortable and encountered challenges in setting up and using this equipment effectively during gameplay [<xref ref-type="bibr" rid="ref43">43</xref>]. Some children exhibited decreased performance in certain cognitive tasks after participating in game-based interventions, indicating that these games may not enhance all cognitive functions equally [<xref ref-type="bibr" rid="ref39">39</xref>]. The common device-related adverse events were decreased frustration tolerance, headache, and irritability [<xref ref-type="bibr" rid="ref44">44</xref>]. This indicates that potential adverse effects have not been fully identified, necessitating future studies to assess the safety outcomes of serious games and identify any possible adverse effects.</p>
      </sec>
      <sec>
        <title>Limitations</title>
        <p>This review covers only original research in English from PubMed, Web of Science, Scopus, IEEE Xplore, and ACM Digital Library databases, published from January 2010 to January 2024. Although these publications furnish a robust foundation for academic research, they do not encompass the entirety of available literature, particularly that from disciplines outside our primary focus. Crucial studies published in other languages or indexed in databases predominant in other disciplines or geographical regions might not have been included. This limitation potentially omits crucial interdisciplinary insights and international perspectives that could influence the global understanding and treatment of ADHD. Future reviews could derive benefit from adopting a more inclusive approach, extending beyond English language publications to include a broader array of databases. Such inclusivity would enhance the global relevance and applicability of systematic reviews, ensuring a comprehensive synthesis that incorporates diverse methodological approaches and cultural perspectives. To the best of our ability, this limitation has been minimized by combining search strings and including more broadly defined terms in the keywords. Although the review incorporated DTx guidelines into the inclusion and exclusion criteria to comply with industry standards, the temporary deprioritization of certain fundamental DTx principles that do not currently apply to the research has also contributed to the limitations of the study.</p>
        <p>In the review of 35 articles, bias was analyzed using 3 distinct methods, depending on the trial type: RCTs were assessed using the Cochrane Risk of Bias Tool 2.0 [<xref ref-type="bibr" rid="ref77">77</xref>], nonrandomized quantitative studies were evaluated using the ROBINS-I [<xref ref-type="bibr" rid="ref78">78</xref>], and qualitative studies were appraised using CASP checklists (<xref ref-type="supplementary-material" rid="app6">Multimedia Appendix 6</xref>) [<xref ref-type="bibr" rid="ref14">14</xref>,<xref ref-type="bibr" rid="ref34">34</xref>-<xref ref-type="bibr" rid="ref67">67</xref>,<xref ref-type="bibr" rid="ref79">79</xref>]. RCTs typically showed low bias but were affected by deviations from intended interventions and subjective outcome assessments, raising concerns about generalizability. Quantitative studies faced biases from confounding factors and selective participant pools, lacking robust randomization and control. Qualitative research was compromised by nonrepresentative samples and insufficient methodological rigor, with potential skew from researcher and observer biases. These findings underscore the necessity for more rigorously designed studies with robust randomization, clear reporting, and diverse participant pools to ensure broader generalizability and more dependable conclusions. Despite limiting the study population to children with ADHD, the included studies were highly heterogeneous in terms of experiment type, game type, duration, sample size, targeting ability, assessment methods, and findings. Bias and heterogeneity necessitated descriptive rather than meta-analyses in this review. However, these studies initially demonstrate the potential for using serious games in ADHD treatment, providing data and insights for future research. They are expected to serve as a basis for obtaining clinical trial data and conducting more studies.</p>
        <p>Although these limitations remain unresolved for the time being, the review still provides important implications for further research to enhance the evidence supporting serious games as digital therapeutics for enhancing ADHD treatment effectiveness in children.</p>
      </sec>
      <sec>
        <title>Conclusion</title>
        <p>This review synthesized evidence from 35 studies on serious games as DTx in children with ADHD. The results indicated that the potential of serious games as a digital therapeutic modality for children with ADHD offers benefits in attention, hyperactivity-impulsivity symptoms, social skills, and executive functions. And interventions incorporating somatosensory input enhanced hand-eye coordination. While these findings align with growing interest in nonpharmacological alternative therapies, limitations like small sample sizes, short intervention durations, risk of bias, and heterogeneity of outcome measures temper their generalizability. Due to the highly heterogeneous nature of the included studies, the review opted for descriptive analysis over meta-analysis; yet, it still offers significant reference value for future research. To advance the field, future research should combine with DTx guidelines, and prioritize large-scale trials with standardized ADHD assessment protocols, rigorous experimental designs, and long-term efficacy evaluations. By bridging these gaps, serious games could become scalable, personalized interventions within children’s ADHD care frameworks.</p>
      </sec>
    </sec>
  </body>
  <back>
    <app-group>
      <supplementary-material id="app1">
        <label>Multimedia Appendix 1</label>
        <p>PRISMA checklist.</p>
        <media xlink:href="games_v13i1e60937_app1.docx" xlink:title="DOCX File , 32 KB"/>
      </supplementary-material>
      <supplementary-material id="app2">
        <label>Multimedia Appendix 2</label>
        <p>Search strategies.</p>
        <media xlink:href="games_v13i1e60937_app2.docx" xlink:title="DOCX File , 22 KB"/>
      </supplementary-material>
      <supplementary-material id="app3">
        <label>Multimedia Appendix 3</label>
        <p>Descriptive analysis.</p>
        <media xlink:href="games_v13i1e60937_app3.xlsx" xlink:title="XLSX File  (Microsoft Excel File), 13 KB"/>
      </supplementary-material>
      <supplementary-material id="app4">
        <label>Multimedia Appendix 4</label>
        <p>Quality assessment.</p>
        <media xlink:href="games_v13i1e60937_app4.docx" xlink:title="DOCX File , 30 KB"/>
      </supplementary-material>
      <supplementary-material id="app5">
        <label>Multimedia Appendix 5</label>
        <p>Results.</p>
        <media xlink:href="games_v13i1e60937_app5.docx" xlink:title="DOCX File , 41 KB"/>
      </supplementary-material>
      <supplementary-material id="app6">
        <label>Multimedia Appendix 6</label>
        <p>The risk of bias.</p>
        <media xlink:href="games_v13i1e60937_app6.docx" xlink:title="DOCX File , 31 KB"/>
      </supplementary-material>
    </app-group>
    <glossary>
      <title>Abbreviations</title>
      <def-list>
        <def-item>
          <term id="abb1">ADHD</term>
          <def>
            <p>attention-deficit/hyperactivity disorder</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb2">ATESC</term>
          <def>
            <p>Attention Test for Elementary School Children</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb3">BIA</term>
          <def>
            <p>Italian Battery for ADHD</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb4">BRIEF</term>
          <def>
            <p>Behavioral Rating Inventory of Executive Function</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb5">CASP</term>
          <def>
            <p>Critical Appraisal Skills Programme</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb6">DHI</term>
          <def>
            <p>digital health intervention</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb7">DTx</term>
          <def>
            <p>digital therapeutics</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb8">EEG</term>
          <def>
            <p>electroencephalography</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb9">ISO</term>
          <def>
            <p>International Organization for Standardization</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb10">MeSH</term>
          <def>
            <p>Medical Subject Headings</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb11">MVP</term>
          <def>
            <p>minimum viable product</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb12">PICOS</term>
          <def>
            <p>Participants, Intervention, Comparison, Outcomes, Study design</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb13">PRISMA</term>
          <def>
            <p>Preferred Reporting Items for Systematic Reviews and Meta-Analysis</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb14">RCT</term>
          <def>
            <p>randomized controlled trial</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb15">ROBINS-I</term>
          <def>
            <p>Cochrane Risk of Bias Tool for Non-Randomized Studies of Interventions</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb16">TOL</term>
          <def>
            <p>Tower of London task</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb17">WCST</term>
          <def>
            <p>Wisconsin Card Sorting Test</p>
          </def>
        </def-item>
      </def-list>
    </glossary>
    <ack>
      <p>The publication of this paper is funded by the Kyung Hee University SCI Paper Support Fund. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.</p>
    </ack>
    <notes>
      <title>Data Availability</title>
      <p>The datasets generated or analyzed during this study are available from the corresponding author on reasonable request.</p>
    </notes>
    <fn-group>
      <fn fn-type="con">
        <p>Both authors JL and WRC collaboratively designed the study framework and methodology, including keyword selection and database identification. JL conducted the initial screening of titles and abstracts using inclusion criteria, while both authors independently performed full-text eligibility assessments. Discrepancies in study inclusion were resolved through iterative discussions to reach a consensus. JL led data extraction and formal analysis, with WRC overseeing methodological rigor and validation. The manuscript was drafted by JL and critically revised by WRC. Both authors approved the final version and assume full responsibility for its content.</p>
      </fn>
      <fn fn-type="conflict">
        <p>None declared.</p>
      </fn>
    </fn-group>
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</article>
