Submitted:
07 January 2026
Posted:
08 January 2026
You are already at the latest version
Abstract
Background: Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterized by inattention, motor hyperactivity and verbal and cognitive impulsivity. Impairments in executive functions (EFs), in particular working memory, monitoring and organization of daily life-are frequently observed in children diagnosed with ADHD, and are reflected in behavioural, social-emotional and learning difficulties. The development and use of technologies such as virtual reality (VR), augmented reality (AR) and mixed reality (MR) for ADHD have increased in recent years, using a variety of tools to support including PC, video games, wearable devices and tangible interfaces. Objectives: To systematically map the current state of research on the use of AR, VR and MR technologies to assess and/or enhance EFs in children with ADHD. To evaluate the effects on their quality of life and on families’ and caregivers’ burden reduction. To explore the interventions’ clinical validity. Methods: A scoping review according to PRISMA-ScR guidelines was conducted. A systematic search was carried out in the Scopus and Web of Science databases for studies published between 2015 and 2025.Empirical studies published in English that examined children with ADHD aged < 13 years were included. AR, VR, or MR-based interventions focused on EF were considered. For each study, the following features were recorded: year and country of publication, design, objectives, EFs considered, technology and hardware used, main results, and limitations. Results: Twenty studies were identified. The most frequently addressed functional domains were sustained and selective visual attention, working memory, and inhibition. Assessment interventions primarily involved the use of a head-mounted display (HMD) in conjunction with the Continuous Performance Test (CPT). Training interventions included immersive VR, serious video games, VR with motor or dual-task training, and MR. The results suggest that VR can enhance cognitive performance and sustained attention; however, longitudinal studies are required to evaluate its long-term effectiveness and integrate emotional skills. Conclusions: The use of these technologies is a promising strategy for assessment and training of EFs in children with ADHD. These tools provide positive, inclusive feedback and motivating tasks. Nevertheless, larger sample studies, longitudinal follow-ups to confirm the suitability and effectiveness of the technology-based programs are warranted.
Keywords:
1. Introduction
2. Methods
2.1. Inclusion Criteria
2.2. Exclusion Criteria
2.3. Risk of Bias Assessment
3. Results
3.1. Assessment
3.2. Training
4. Discussion
5. Limitations and Future Research Perspectives
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- greater uniformity among protocols regarding measures (frequency, duration, contexts, pre- and post-intervention tests), types of VRtechnology, presence or absence of distractors, and the use of control groups;
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- longitudinal studies with large samples to generalize and consolidate the results over time;
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- greater individualized treatment of emotional skills, as virtual environments may not faithfully replicate the wide range of real-world contexts and situations to which children are exposed[87].
6. Conclusions
Author Contributions
Funding
References
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| First author, year | Screening | type of study | MMAT score | % Quality | |
| Bioulac, 2020 | ✓ | Randomized Controlled Trials |
4/5 | 100% | |
| Wong, 2024 | ✓ | Randomized Controlled Trials |
5/5 | 100% | |
| Cho, 2022 | ✓ | Non-Randomize Studies | 4/5 | 100% | |
| Coleman, 2019 | ✓ | Non-Randomize Studies | 2/5 | 50% | |
| Fang, 2019 | ✓ | Non-Randomize Studies | 4/5 | 100% | |
| Eom, 2019 | ✓ | Non-Randomize Studies | 3/5 | 75% | |
| Hong, 2022 | ✓ | Non-Randomize Studies | 2/5 | 50% | |
| Ju YM, 2024 | ✓ | Non-Randomize Studies | 3/5 | 75% | |
| Kim, 2024 | ✓ | Non-Randomize Studies | 3/5 | 75% | |
| Kim, 2020 | ✓ | Non-Randomize Studies | 5/5 | 100% | |
| Merzon, 2022 | ✓ | Non-Randomize Studies | 5/5 | 100% | |
| Muhlberger, 2020 | ✓ | Non-Randomize Studies | 5/5 | 100% | |
| Negut, 2017 | ✓ | Non-Randomize Studies | 5/5 | 100% | |
| Pasarín-Lavín, 2024 | ✓ | Non-Randomize Studies | 4/5 | 100% | |
| Schena, 2023 | ✓ | Non-Randomize Studies | 3/5 | 75% | |
| Seesjärv, 2022 | ✓ | Non-Randomize Studies | 4/5 | 100% | |
| Shema-Shiratzk,2018 | ✓ | Non-Randomize Studies | 2/5 | 50% | |
| Stokes, 2022 | ✓ | Non-Randomize Studies | 2/5 | 50% | |
| Tabrizi, 2020 | ✓ | Non-Randomize Studies | 3/5 | 75% | |
| Ou, 2020 | ✓ | Quantitative descriptive studies |
3/5 | 75% | |
| Screening questions | S1. Are there clear research questions? S2. Do the collected data allow to address the research questions? |
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|
Randomized Controlled Trial |
2.1. Is randomization appropriately performed? 2.2. Are the groups comparable at baseline? 2.3. Are there complete outcome data? 2.4. Are outcome assessors blinded to the intervention provided? 2.5 Did the participants adhere to the assigned intervention? |
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|
Non-Randomize Studies |
3.1 Are the participants representative of the target population? 3.2. Are measurements appropriate regarding both the outcome and intervention (or exposure)? 3.3. Are there complete outcome data? 3.4. Are the confounders accounted for in the design and analysis? 3.5. During the study period, is the intervention administered (or exposure occurred) as intended |
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|
Quantitative descriptive |
4.1. Is the sampling strategy relevant to address the research question? 4.2. Is the sample representative of the target population? 4.3. Are the measurements appropriate? 4.4. Is the risk of nonresponse bias low? 4.5. Is the statistical analysis appropriate to answer the research question |
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| Authors | Country | Design | Sample | Aims | Technology | EFs domain | Findings | type of intervention |
| Bioulac S. et al. (2020) | France | Randomized Controlled Trial | 51 children with ADHD (age = 7-11) | To develop and evaluate the effectiveness of a virtual classroom-based cognitive rehabilitation program to improve cognitive distractibility in children with ADHD. | The virtual classroom with HMD | Sustained visual attention; inhibition |
The VR group showed significant improvements in attention and inhibition of correct responses in both the virtual classroom task and the CPT; effects comparable to those of methylphenidate | Training |
| Cho YJ et al. (2022) | South Korea |
Controlled experimental study within-subjects | 37 children: 20 ADHD (mean age = 11.85) + 17 control group | To investigate the correlation between head movements and signals of inattention and hyperactivity and whether influenced by different social stimuli | VR-CPT | Attention; inhibition |
In subjects with ADHD, increased "out-of-context" head movement was associated with greater symptom severity. In both conditions, as the social cue increased, irrelevant head movements tended to decrease. | Assessment |
| Coleman, B. et al. (2019) | United States | Single-group pre and post design | 15 children (ages = 6-13; mean age = 10.5) | Detect classroom improvements in sustained attention and behavioural control after working memory training using a VR based ecological performance measure. | VR with headset | Sustained attention; impulsivity; working memory |
Post-training improvements in sustained and selective attention were observed in both standard neuropsychological tests and classroom VR tasks. Working memory training transfers to ecologically valid attention performance. |
Training |
| Fang YT et al. (2019) | China | Between-groups design | 140 children: 63 control group (mean age = 8.17) + 77 ADHD group (Mean age = 8.34) |
Explore the feasibility and availability of VR for evaluating symptoms of ADHD | VR with headset | Auditory and visual attention; impulsion/hyperactivity |
The VR application significantly differentiated children with ADHD from the control group in terms of correct responses, incorrect responses, and total time (sustained attention, inhibition, attentional control, and processing speed). The study's VR test is more sensitive to visual than auditory attention. Performance on the VR test was significantly correlated with scores on conventional clinical tests. |
Assessment |
| Eom H. et al. (2019) | South Korea | Mixed design |
38 children: 20 ADHD + 18 TDC (age: 6-17; mean age = 11.85) includingN=13 ADHD (65%)12 years | Analyse differences in attentional performance using a VR neuropsychological | VR-CPT | Visual sustained attention; inhibition |
VR-CPT performance correlated significantly with ADHD symptom severity, ADHD group exhibited comparable performance with TDC in the VR-CPT. Presence of a virtual teacher/social cues improved the attention performance of ADHD children. | Assessment |
| Hong N. et al. (2022) | Korea | Between-groups design | 20 children: 11 control group + 9 ADHD group (mean age = 12) | Examine the impact of distractors on the sustained attention of children and adolescents with ADHD in VR. |
VR-RVP with a HMD | Sustained attention; response inhibition | Children with ADHD performed comparable to controls in the distraction condition, but had poorer VR-RVP performance in the no-distraction condition. The presence of distractors in the VR-RVP task improved performance in participants with ADHD. |
Assessment |
| Ju YM et al. (2024) | Republic of Korea | Cross-sectional between-subjects design | 38 children: 23 typically developing + 18 developmental disabilities including 2 ADHD (ages = 7-12 years; mean age = 8,91) |
Evaluate the clinical utility of a virtual reality-based kitchen error task to assess functional cognition in children. | VKET-C | Working memory; visual attention; inhibition; pianification |
Children with ADHD committed more errors of omission (inattention) and commission (impulsivity). Although they showed fewer successful trials, they showed longer initial reflection times on some items. A positive relationship was found between task difficulty and the occurrence of commission errors. | Assessment |
| Kim J. et al. (2024) | Republic of Korea | A between subjects design | 24 children ADHD: 12 experimental group + 12 control group (ages = 8 -13; mean age = 10.7) |
Verify of us in VR to treat visual attention in ADHD subjects | VR games based on breathing training | Visual attention | The visual attention of the Participants improved significantly in omission error, commission error better in the experimental group than in the control group |
Training |
| Kim S. et al. (2020) | South Korea | Pre-post experimental design | 40 children ADHD: 20 experimental group+ 20 control group (ag e= 8-10; mean age = 8,7) |
Develop and evaluate a MR HMD based eye-contact training game as a treatment tool for children with ADHD | Serius game with MR HMD | Visual sustained attention; impulsivity; | Attention improved significantly, impulsivity partially decreased, and mean response times decreased in the ADHD group. | Training |
| Merzon L. et al. (2022) | Finland | Cross sectional | 73 children (age = 9-13): 37 ADHD group (mean age = 10.5) + 36 control group (mean age = 10.9 years) | Develop a naturalistic VR task (EPELI) combined with eye tracking to detect attention deficits in children with ADHD. | VR with eye tracking | Visual attention | Group differences in all EPELI parameters. The ADHD group showed poorer performance with a greater number of eye movements, longer fixations, and shorter saccades with smaller amplitudes. | Assessment |
| Muhlberger A. et al. (2020) | Germany | Experimental study between-subjects design | 128 children: 34 control group (mean age = 12.17) + 68 unmedicated ADHD (mean age = 11.43) +26 Medicated ADHD = (mean age = 11.89) |
To examine differences in CPT performance in a VRC scenario and correlations with standard questionnaires | CPT-VRC | Impulsivity; attention |
Unmedicated children with ADHD showed greater inattention than both healthy controls and the methylphenidate-medicated group | Assessment |
| Negut A; et al., (2017) | Romania | Mixed design | 75 children (age = 7-13; mean age=9.5): 33 ADHD (mean age=10.24) + 42 control group (mean age = 8.9) | Investigating the discriminant validity of a virtual reality-based measure for assessing attention compared to the CPT test | ClinicaVR Classroom-CPT | Sustained and selective visual attention | ClinicaVR Classroom CPT discriminated between participants with ADHD and healthy controls. Children with ADHD made more errors and had slower reaction times. Reaction times in VR were slower for both groups. |
Assessment |
| Ou YK et al. (2020) | Taiwan | Case study | 3 children with ADHD (ages = 8-12; mean age = 9,6) | Evaluate the use of immersive VR exercise games as a rehabilitation intervention in children with ADHD. | Immersive VR game | Attention; inhibition |
Participants showed improvements in attention, especially focused, sustained, and alternating attention. Reduction of impulsive and oppositional symptoms. | Training |
| Pasarín-Lavín T. et al. (2024) | Spain | Experimental study | 181 children: 159 neurotypical + 22 neurodivergent including 7 ADHD (mean age = 13.5) |
To analyse differences in creativity and EFs components |
VR: Nesplora Executive Functions – Ice Cream | Working memory; planning; cognitive Flexibility | Students with ADHD performed similarly to controls on working memory and planning, but scored higher on Flexibility | Assessment |
| Schena A. et al. (2023). | Italy | Quasi-experimental study | 60 children ADHD (age=5-12; mean age = 8): 30 experimental group + 30 control group | To evaluate the efficacy of IAmHero (VR) in improving symptoms and EFs in children with ADHD. | Serius games (IAmHero) with VR | Selective auditory attention; sustained visual attention; planning; inhibition; problem solving |
Reduction of core ADHD symptoms assessed with standardized instruments | Training |
| Seesjärvi E. et al. (2022) | Finland | Experimental design between subject |
76 children (ages = 9-12): 38 ADHD (mean age = 10.4) + 38 control group (mean age = 10.9) |
Validate the EPELI VR task to quantify goal-directed behaviour and executive symptoms of ADHD in realistic daily life contexts. | EPELI VR task with headset | Selective attention inhibition |
Children with ADHD performed worse on the EPELI than controls. VR performance was correlated with ADHD symptomatology. The EPELI had good discriminant validity and performed better than conventional neuropsychological tests. | Assessment |
| Shema-Shiratzky S. et al. (2019) | Israel | Pilot study, single-group | 14 children with ADHD (ages = 8 - 12; mean age = 9.3) |
Examine the efficacy of a combined motor-cognitive training using VR in non-medicated children with ADHD | Dual-task training (treadmill with virtual obstacle course) using a motion capture camera | Inhibition working memory; flexibility; pianification; attention |
There were significant improvements in EFs and memory, even at the six-week follow-up. There was an improvement in dual-task abilities. There was no significant change in sustained attention or vigilance index. | Training |
| Stokes JD et al. (2022) | USA | Cross-sectional, proof-of-principle observational study | 20 children with ADHD (ages = 8-12; mean age = 10) | Evaluate the temporal dynamics of distraction via eye-tracking measures in a VR classroom setting | VR system connected to a headset with integrated eye tracking. | Sustained and selective attention | Distractors reduced the tendency to look at the board over time, even when the distractor itself was no longer actively present (up to 10 seconds later). Distractors interfered with performance regardless of the task being performed. The greater the distraction, the lower the response to the task. | Assessment |
| Tabrizi M; et al. (2020) | Iran | Quasi-experimental study | 48 ADHD children (age = 7-12): 16 VR group + 16 medication group + 16; control group |
Compare the effectiveness of VR with medication on the memory of ADHD students. | VR therapy software | Working memory | There was a significant difference in memory variables between the control and VR groups and the control and medication groups. Both interventions led to significant improvements in the memory, but VR therapy showed longer-lasting effects than medication |
Training |
| Wong KP et al. (2024) | China | Randomized Controlled Trial | 90 children (ages = 6-12; mean age = 8): 30 VR group + 30 Social VR group + 30 control group | Examine the fleasibility and effectiveness of VR-based social skills training | Social VR intervention | Social Skills; inhibition; emotion regulation |
The VR group performed better in social skills, self-control, initiative, and emotional control than the traditional group |
Training |
| Type of intervention | EFs Domain | VR Approach | Overall Trend |
| Assessment | Attention | VR-CPT, classroom | Strong evidence |
| Planning / Flexibility | EPELI, multitasking VR | Emerging | |
| Training | Inhibition | Immersive VR, serious games | Moderate–strong |
| Working memory | VR + cognitive training | Moderate | |
| Emotional regulation | Social VR scenarios | Emerging |
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