Submitted:
20 August 2025
Posted:
01 September 2025
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Abstract
Introduction: Deficiencies in social communication and interaction skills in children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD) have significant negative impacts on both academic and social adaptation. In recent years, augmented reality (AR) and virtual reality (VR)-based technological interventions have emerged as innovative approaches aimed at improving children’s social skills. This study aims to systematically evaluate the effects of AR and VR-based interventions on social behaviors in children diagnosed with ADHD. Method: Peer-reviewed English-language articles published between 2015 and 2025 were screened, and 28 studies meeting the defined inclusion/exclusion criteria were included in the analysis. The main databases used were Web of Science, Scopus, ERIC, PsycINFO, and Google Scholar, with search consistency verified via the CADIMA software. The reviewed studies included experimental, randomized controlled, pilot, mixed-method, and correlational designs. The interventions encompassed VR-based social skills training, AR-based facial modeling applications, mixed reality games, and metaverse-based interactive platforms. The methodological quality of each study, social development criteria, and risk of bias were systematically reported. Findings: AR and VR-based interventions significantly improved social communication and interaction skills in children diagnosed with ADHD. Notable improvements were observed in maintaining eye contact, initiating interactions, group communication, and recognizing social cues. The interventions also extended attention spans, strengthened executive functions, and improved behaviors such as social problem-solving and turn-taking. Children demonstrated high levels of motivation and engagement in AR/VR environments, and reports from families and teachers confirmed the transfer of these gains to home and school settings. AR applications were effective in skill acquisition within real-world contexts, while VR provided intensive and structured learning. Combined AR+VR interventions offered the most balanced outcomes by integrating the advantages of both approaches. Conclusion: AR and VR-based interventions support the development of social skills in children with ADHD in a multidimensional manner, providing cognitive, behavioral, and motivational gains. However, methodological heterogeneity, limitations in sample sizes, and the lack of long-term follow-ups restrict the generalizability of the findings. Future studies employing standardized protocols and long-term monitoring will more reliably reveal the effects of AR and VR-based interventions on social skill development.
Keywords:
Introduction
Method
Research Model
Data Collection in the Research
Protocol and Record
Inclusion Criteria
Procedure
- Author(s), year of publication, and the country where the study was conducted,
- Sample size, and participants’ age and gender characteristics,
- The type of intervention (AR- or VR-based), its duration, and frequency of implementation,
- The assessment tools and scales used to evaluate social development,
- The data required for effect size calculations.
Results
Discussion
Funding
Conflicts of Interest
References
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| Population | The studies included children and adolescents aged 6–18. Participants were required to have a diagnosis of Attention Deficit Hyperactivity Disorder (ADHD) according to DSM-5 or ICD-10 diagnostic criteria. |
| Intervention | Interventions based on Augmented Reality (AR) or Virtual Reality (VR) technologies and targeting social skills, communication, or social-emotional development were required. |
| Comparison | Studies with traditional intervention methods or control groups that received no intervention were preferred. |
| Outcome | Studies that included quantitative assessments of social development, such as those reporting standardized social skills scales, peer relationship assessments, or social communication scores, were included. |
| n | % | |
|---|---|---|
| Studies that are not experimental or cross-sectional | 41 | 27,7% |
| Studies that do not fully meet the research purpose | 14 | 9,4% |
| Not providing sufficient data on AR and VR applications | 25 | 16,8% |
| Studies other than the article | 17 | 11,4% |
| Inability to access the data specified in the research purpose in full texts | 13 | 8,7% |
| Lack of coverage of social behavior in children with ADHD | 10 | 6,7% |
| Article considered for systematic review | 28 | 18,9% |
| Author(s) and publication year | Research model | AR/VR intervention type, duration, frequency | Social development criteria | Bias (RoB-2 or ROBINS-1) |
|---|---|---|---|---|
| Nguyen, T. H., Tran, L. M., & Pham, Q. T. (2025) Vietnam |
Experimental: 30 children aged 6-12 with an IQ above 70 |
VR environment called "Vrapeutic" Modules with progressively increasing difficulty levels from 1 to 9 |
*Standard social skills scales, *Peer relationship assessments, *Tests and surveys assessing social skills. |
Made with RoB-2 and ROBINS-I vehicles |
| Smith, J., Lee, A., & Kumar, R. (2021) ABD |
Mixed method: 50 children diagnosed with ADHD |
Augmented reality-based social skills training, 2 sessions per week, for 8 weeks | Standard social skills scales, observation and social communication assessment tools | RoB-2 vehicle used |
| Wong, K. P., Zhang, B., Lai, C. Y. Y., Xie, Y. J., Li, Y., Li, C., & Qin, J. (2024). Chinese |
Randomized Controlled Trial – RCT; 90 children aged 6-12 with ADHD | 12 sessions of VR-based social skills training lasting 3 weeks, traditional social skills training, or equal-time waiting groups. | Psychologist evaluation, Social Skills Assessment Scale, Executive Functions Inventory and Simulator Illness Questionnaire | Cochrane Risk of Bias 2 (RoB-2) tool |
| Wong, K. P., & Qin, J. (2023) Chinese |
Randomized Controlled Trial – RCT; 90 children diagnosed with ADHD |
Social VR intervention group; social skills training group | Social Skills Assessment Scale – Parent form; Executive Function and Attention Assessment Inventory; Child psychiatrist's reports. | Cochrane Risk of Bias 2 (RoB-2) aracı |
| Lee, J., Lee, T. S., Lee, S., Jang, J., Yoo, S., Choi, Y., & Park, Y. R. (2022) Güney Kore |
Randomized Controlled Trial; Children diagnosed with ADHD aged 7-12 |
3 weeks, 12 sessions, each 20-minute training Metaverse-based social skills training program, once a week, 60-minute sessions; 4 weeks of training and wearable devices |
Metaverse-based PEERS program evaluation inventory; home education; children's emotional changes report using biometric information collected with wearable devices. | Cochrane Risk of Bias 2 (RoB-2) tool |
| Chen, C.-H., Lee, I.-J., & Lin, L.-Y. (2015) Taiwan |
Experimental study: Children diagnosed with ADHD aged 10-13 |
AR-based facial modeling intervention; 3-D facial expression observation with an AR mirror; short storytelling; selecting and wearing masks appropriate for scenes; and 3-D AR | Intelligence, sensory abilities, social and communication skills; parent interviews, teacher reports, Wechsler Intelligence Scale for Children; social adjustment reports. | No assessment of bias was conducted |
| Hyun Lee, J., Lee, T.S., Yoo, S.Y., Lee, S.W., Jang, J.H., Choi, Y.J., & Park, Y.R. (2023) South Korea |
Single-center, open-label, randomized controlled pilot study: Children diagnosed with ADHD aged 7-12 |
Metaverse-based social skills training, once a week, 60 minutes, 4 weeks total | Child psychiatrist evaluation, Social Skills Rating Scale - Parent form | No assessment of bias was conducted |
| Avila-Pesantez, D., Rivera, L.A., Vaca-Cardenas, L., Aguayo, L., & Zuñiga, L. (2018) Latin America |
Experimental study; Children with ADHD (n not specified) |
Augmented reality-based games; duration and frequency are not clearly specified |
Focus on social skill development, but no measurement tools or scales specified |
No RoB-2 or ROBINS-1 used |
| Ou, Y.K., Wang, Y.L., Chang, H.C., Yen, S.Y., Zheng, Y.H., & Lee, B.O. (2020) Taiwan |
Experimental intervention model School-aged children with ADHD (n not specified) |
VR rehabilitation games; intervention duration and frequency are not clearly specified | "Measures focusing on social skill development and attention skills" | No RoB-2 or ROBINS-1 evaluation has been conducted. |
| Keshav, N. U., Vogt-Lowell, K., Vahabzadeh, A., & Sahin, N. T. (2019) ABD |
Correlational study; Children with ADHD (n not specified) |
Digital AR game use; 2 days per week |
Clinically valid measures used to assess ADHD symptoms | Çalışmada yanlılık değerlendirmesi yok |
| Stasolla, F. (2021) Italy |
Critical review and new perspectives; Children with ADHD |
VR and wearable technologies support behavior; intervention duration and frequency not specified | Conceptual measures related to the promotion of adaptive responding and social skills | No bias assessment was performed |
| Loiacono, T., Trabucchi, M., Messina, N., Matarazzo, V., & Garzotto, F. (2018) Italy |
Correlational study; children with ADHD and neurodevelopmental problems (unknown n) | Social MatchUP, Google Cardboard aracılığı ile gözlük, bikonveks lens; 3D derinlik illüzyonu |
Sosyal becerilerde gelişim, oyun içi performans ölçümleri ve gözlemler. | No bias assessment was performed |
| Kolk, A., Saard, M., Roštšinskaja, A., Sepp, K., & Kööp, C. (2023) Estonia |
Pilot study: 60 ADHD children aged 8-13 | Structured Social Rehabilitation Model; Two age-matched children, in pairs, individually applying VR. |
Theory of Mind – Measured with ToM skills; pragmatic skills, social attention reports. | No bias assessment was performed |
| Kim, S., Ryu, J., Choi, Y., Kang, Y., Li, H., & Kim, K. (2020) South Korea |
Experimental study, controlled pilot study; 16 children diagnosed with ADHD | Mixed Reality-based eye contact games; 20-30 minutes of practice; 8 sessions total, weekly | *Eye contact and social interaction skills *Clinical assessments and behavioral scales |
Since it was a controlled pilot study, potential risks were evaluated. |
| Wong, K.-P., Zhang, B., & Qin, J. (2024) Chinese |
Randomized Controlled Trial – RCT; 90 children aged 6-12 years diagnosed with ADHD | VR-based social skills training; 3 weeks, 12 sessions total 4 sessions per week |
Social Skills Improvement System Rating Scale (SSIS-RS); Behavior Rating; psychologist report; Simulator Sickness Questionnaire |
RoB-2 (Risk of Bias 2) tool |
| Collins, J., Ko, W., Shende, T., Lin, S. Y., Jiang, L., Won, A. S., & Azenkot, S. (2024) ABD |
Qualitative method; Four children diagnosed with ADHD |
Brief exploration on the social VR platform; no specific duration or frequency information. |
They have not yet discovered social norms or managed sensory input. |
No assessment of bias was conducted. |
| Manta, O., Androutsou, T., Anastasiou, A., Koumpouros, Y., Matsopoulos, G., & Koutsouris, D. D. (2020) Greece |
Design and proposal study; A three-module technological platform; School-aged children diagnosed with ADHD |
3 modules: Content Management, Emotional Analysis, and Personalization; AR/VR-based intervention |
Targeted developmental areas include improved communication and interaction skills, social innovation, and adaptability to accessible interaction technologies. | No systematic assessment of bias was conducted, such as with RoB-2 or ROBINS-I. |
| Fang, Y., Han, D., Luo, H. (2019) Chinese |
Experimental comparative study; school-aged children diagnosed with ADHD |
VR testing system (VRMC); a VR application that includes three test scenes (Position Tracking, Stroop, and Object Recognition). |
Comparison of VR test scores with standard psychometric scales; CBL subscale |
No bias assessment was performed |
| Fridhi, A., Bali, N., Rebai, N., & Kouki, R. (2020) Tunisian |
Conceptual study; Specific sample definition not provided |
Training to support cognitive, emotional, and social skills with tools such as AR/VR avatars and modeling. | Observation of communication, learning skills, and recognition and expression of emotions. | No bias assessment was performed |
| Frolli, A., Ricci, M. C., Cavallaro, A., Rizzo, S., & Di Carmine, F. (2021) Italy |
Experimental, comparative pilot study; School-aged children with ADHD |
4 months of history education based on virtual reality and interactive video; A learning check for both groups at the end of the session. |
Measurement of motivation and learning quality; active social observation of the VR group. |
No bias assessment was performed |
| Bote, A.G. (2021) Philippines |
Mixed methods; Quantitative Social Score Scale; Qualitative observation; Three boys aged 9–11 with ADHD |
3D monitor-based VR role-playing; 15–30 minutes per session; Madeline Hunter's Lesson Design model. | Observation of conversation initiation, response, and termination skills; observations in real-life settings. | No bias assessment was performed |
| Wong KP, Zhang B, Lai CYY, Xie YJ, Li Y, Li C, Qin J (2024). Chinese |
Experimental, comparative pilot study; 90 children aged 9-12 diagnosed with ADHD | 3-arm VR-based social skills training (12 sessions/3 weeks, ~20 min/session) vs. traditional social skills training | Clinical psychologist assessment (blinded), SSIS-RS, BRIEF subscales, Simulator Sickness Questionnaire; pre-post | No bias assessment was performed |
| Theme | Contributing Works | Summary Contributions |
|---|---|---|
| Theme 1: Improvement in social communication and interaction skills |
Nguyen et al, 2025; Smith 2021; Lee et al, 2022; Chen et al. 2015; Hyun Lee et al. 2023; Avila-Pesante et al. 2018; Ou et al. 2020; Keshav et al, 2019; Loiacono et al. 2018; Kolk et al, 2023; Kim et al, 2020 | AR and VR interventions resulted in significant improvements in eye contact, initiating interactions, group communication, and social cue recognition skills. Group tasks, storytelling, and role-playing activities demonstrated particularly positive effects. |
| Theme 2: Relationship with attention and executive functions | Wong et al, 2024; Wong & Qin, 2023; Fang et al, 2019; Kim et al, 2020; Ou et al, 2020 | VR and hybrid interventions extended attention span and improved executive function. Improvements were observed in behaviors requiring executive function, such as social problem-solving and turn-taking. |
| Theme 3: Technology acceptance and motivation to participate |
Frolli et al, 2021; Lee et al, 2022; Hyun Lee et al, 2023; Nguyen et al, 2025 | AR and VR programs generated high motivation in children. Participation rates increased, and gamification and storytelling, in particular, helped children maintain their interest. |
| Theme 4: Findings supported by parent and teacher reports | Chen et al, 2015; Wong & Qin, 2023; Hyun Lee et al, 2023; Lee et al, 2022 | Families and teachers reported an increase in social communication initiatives at home and at school. The generalizability of the interventions was supported. |
| Theme 5: Differences between AR and VR mixed interventions | Nguyen et al, 2025; Smith, 2021; Chen et al, 2015; Kim et al, 2020; Frolli et al, 2021; Wong et al, 2024 | AR applications reinforced immediate social cues, while VR provided more immersive, scenario-based learning. Hybrid (AR+VR) methods provided the most balanced results in motivation and social skill development. |
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