Executive Function and Behavior Improvement: An Eight Week Proof-of-Concept Study of the Feasibility and Acceptability of a Gamified Reward System for Children.

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Title: Executive Function and Behavior Improvement: An Eight Week Proof-of-Concept Study of the Feasibility and Acceptability of a Gamified Reward System for Children.
Authors: Raiker, Joseph, Bunarjo, Kevin, Eaves, Isaac, Brenner, Brad, Henry, Robert
Source: Journal of Child & Family Studies. Jul2026, Vol. 35 Issue 7, p1639-1653. 15p.
Subjects: Treatment of behavior disorders in children, Parents, Mobile apps, Pearson correlation (Statistics), Executive function, Parent-child relationships, Clinical trials, Scientific observation, Parent attitudes, Behavior, Descriptive statistics, Contingency management, Reward (Psychology), Psychological stress, Data analysis software, Gamification, Behavior therapy, Video games
Abstract: Provider shortages, lengthy waitlists, and a variety of other challenges associated with implementing traditional evidence-based strategies to reduce parent stress and improve childhood outcomes have resulted in the development of digital solutions intended to overcome many of these challenges. Unfortunately, provider uptake of many of these digital approaches remains low. The current study examines parent perceptions of usability, acceptability, and changes in children's behavior, executive functioning, and impairment following eight weeks of use of a digital contingency management system that overcomes limitations of past approaches and integrates a parent application with a child video game. Ninety children between the ages of six and 12 were enrolled in this proof-of-concept study. Parents were asked to use the digital application for eight weeks and complete the Disruptive Behavior Disorders Rating Scale - Modified (DBD-Modified), Child Executive Function Inventory (CHEXI), and Impairment Rating Scale (IRS) every two weeks. Multilevel models (MLM) were used with repeated observations (Level-1) nested within individual parents (Level-2) to examine changes on these outcomes over time. Small to moderate magnitude improvements in behavior (Cohen's d = 0.57), executive functioning (Cohen's d = 0.50), and impairment (Cohen's d = 0.43) following eight weeks of use were observed. Additionally, most parents found the application easy to use (88.7%), would recommend it to a friend (90.4%) and perceived it as reducing stress (59.7%) and arguments with their child (72.6%). This study provides preliminary evidence for the acceptability, usability, and potential for benefits of a parent-child digital application leveraging gamification for youth with behavioral and executive functioning challenges. [ABSTRACT FROM AUTHOR]
Copyright of Journal of Child & Family Studies is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: Provider shortages, lengthy waitlists, and a variety of other challenges associated with implementing traditional evidence-based strategies to reduce parent stress and improve childhood outcomes have resulted in the development of digital solutions intended to overcome many of these challenges. Unfortunately, provider uptake of many of these digital approaches remains low. The current study examines parent perceptions of usability, acceptability, and changes in children's behavior, executive functioning, and impairment following eight weeks of use of a digital contingency management system that overcomes limitations of past approaches and integrates a parent application with a child video game. Ninety children between the ages of six and 12 were enrolled in this proof-of-concept study. Parents were asked to use the digital application for eight weeks and complete the Disruptive Behavior Disorders Rating Scale - Modified (DBD-Modified), Child Executive Function Inventory (CHEXI), and Impairment Rating Scale (IRS) every two weeks. Multilevel models (MLM) were used with repeated observations (Level-1) nested within individual parents (Level-2) to examine changes on these outcomes over time. Small to moderate magnitude improvements in behavior (Cohen's d = 0.57), executive functioning (Cohen's d = 0.50), and impairment (Cohen's d = 0.43) following eight weeks of use were observed. Additionally, most parents found the application easy to use (88.7%), would recommend it to a friend (90.4%) and perceived it as reducing stress (59.7%) and arguments with their child (72.6%). This study provides preliminary evidence for the acceptability, usability, and potential for benefits of a parent-child digital application leveraging gamification for youth with behavioral and executive functioning challenges. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Journal of Child & Family Studies is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1007/s10826-026-03312-2
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      – Code: eng
        Text: English
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        PageCount: 15
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    Subjects:
      – SubjectFull: Treatment of behavior disorders in children
        Type: general
      – SubjectFull: Parents
        Type: general
      – SubjectFull: Mobile apps
        Type: general
      – SubjectFull: Pearson correlation (Statistics)
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      – SubjectFull: Executive function
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      – SubjectFull: Parent-child relationships
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      – SubjectFull: Clinical trials
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      – SubjectFull: Scientific observation
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      – SubjectFull: Parent attitudes
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      – SubjectFull: Behavior
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      – SubjectFull: Descriptive statistics
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      – SubjectFull: Contingency management
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      – SubjectFull: Reward (Psychology)
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      – SubjectFull: Gamification
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      – SubjectFull: Behavior therapy
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      – SubjectFull: Video games
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              Text: Jul2026
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              Y: 2026
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