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Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis

Niamh Corrigan, Costina-Ruxandra Poetar, Alexandra Voinescu · 2023 · 110 citationsRead the paper

Virtual reality (VR) shows great potential in treating and managing various mental health conditions. This includes using VR for training or rehabilitation purposes. For example, VR is being used to improve cognitive functioning (e.g. attention) among children with attention/deficit-hyperactivity disorder (ADHD). The aim of the current review and meta-analysis is to evaluate the effectiveness of immersive VR-based interventions for improving cognitive deficits in children with ADHD, to investigate potential moderators of the effect size and assess treatment adherence and safety. The meta-analysis included seven randomised controlled trials (RCTs) of children with ADHD comparing immersive VR-based interventions with controls (e.g. waiting list, medication, psychotherapy, cognitive training, neurofeedback and hemoencephalographic biofeedback) on measures of cognition. Results indicated large effect sizes in favour of VR-based interventions on outcomes of global cognitive functioning, attention, and memory. Neither intervention length nor participant age moderated the effect size of global cognitive functioning. Control group type (active vs passive control group), ADHD diagnostic status (formal vs. informal) and novelty of VR technology were not significant moderators of the effect size of global cognitive functioning. Treatment adherence was similar across groups and there were no adverse effects. Results should be cautiously interpreted given the poor quality of included studies and small sample.

What the full text shows

Shown in the lab
  • Immersive VR-based interventions significantly improved attention in children with ADHD compared to controls. — g = 0.94 (large effect size) (Across 7 RCTs)
  • Immersive VR-based interventions significantly improved memory performance in children with ADHD. — g = 1.81 (large effect size) (Based on one included study (Tabrizi et al.))
  • Immersive VR-based interventions significantly improved global cognitive functioning. — Large effect size (g > 0.80) (Across 7 RCTs)
  • Treatment adherence and safety were comparable between VR and control groups. — RR = 1.45 for drop-outs (p = 0.53) (Across reported studies)
  • Intervention length and participant age did not significantly moderate the effect size of global cognitive functioning. — p = 0.59 (length), p = 0.70 (age) (Meta-regression analysis)
  • Novelty of HMD technology did not significantly moderate treatment effects. — Not significant (Comparison of older vs. newest HMDs)
Setup
7 RCTs involving 321 participants (149 experimental, 172 control), 71% of whom were male.
How
Systematic review and meta-analysis of randomized controlled trials (RCTs) using Hedges's g for effect sizes and a random-effects model. Moderation was assessed via meta-regressions and subgroup analyses.
Limitations
Small total sample size across included studies. · High risk of bias in all included studies (randomization and reporting concerns). · Lack of follow-up measurements to assess long-term effects. · Limited data on cognitive domains outside of attention and memory.

Summarized by Gemma 4 from the open-access full text · 11 Oct 2026. Read it