Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic daily media exposure increased from six hours and twenty-one minutes to seven hours and thirty-eight minutes. The ubiquity of electronic media among youth is apparent in our technology-driven culture; however, more research on video gaming patterns and characteristics of children and adolescents with developmental disabilities is warranted - specifically, individuals with Attention Deficit Hyperactivity Disorder (ADHD). As of 2011, the number of children and adolescents with ADHD in schools represents 6.4 million in the USA. Given that ADHD is a prevalent disability in children and adolescents, there is a need to be able to effectively disce...
Many parents and professionals are confronting the challenges of children with attention deficit hyp...
There has been abundant speculation, but very little research, concerning the role of television in ...
The current study assessed the feasibility and effectiveness of a full-body-driven intervention vide...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
Abstract Background Excessive use of the Internet has been associated with attention deficit hyperac...
Attention-Deficit/Hyperactivity Disorder (ADHD) is a commonly diagnosed condition in children and ad...
ADHD is a heterogeneous disorder characterized by pervasive behavioral symptoms of inattention, hype...
Attention Deficit Hyperactivity Disorder (ADHD) is a set of behavioural characteristics disorder, s...
Persistent and severe impairment of psychological development resulting from a high level of inatten...
Introduction: Attention Deficit Hyperactivity Disorder (ADHD) is described by a pattern decreased at...
ADHD (Attention Deficit Hyperactivity Disorder) is a commonly diagnosed mental disorder with an esti...
ADHD (Attention Deficit Hyperactivity Disorder) is a commonly diagnosed mental disorder with an esti...
Games are a technology that is constantly evolving and very attractive to many people. High game usa...
This study examined whether there is a correlation between symptoms of adult Attention Deficit Hyper...
There has been abundant speculation, but very little research, concerning the role of television in ...
Many parents and professionals are confronting the challenges of children with attention deficit hyp...
There has been abundant speculation, but very little research, concerning the role of television in ...
The current study assessed the feasibility and effectiveness of a full-body-driven intervention vide...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
Abstract Background Excessive use of the Internet has been associated with attention deficit hyperac...
Attention-Deficit/Hyperactivity Disorder (ADHD) is a commonly diagnosed condition in children and ad...
ADHD is a heterogeneous disorder characterized by pervasive behavioral symptoms of inattention, hype...
Attention Deficit Hyperactivity Disorder (ADHD) is a set of behavioural characteristics disorder, s...
Persistent and severe impairment of psychological development resulting from a high level of inatten...
Introduction: Attention Deficit Hyperactivity Disorder (ADHD) is described by a pattern decreased at...
ADHD (Attention Deficit Hyperactivity Disorder) is a commonly diagnosed mental disorder with an esti...
ADHD (Attention Deficit Hyperactivity Disorder) is a commonly diagnosed mental disorder with an esti...
Games are a technology that is constantly evolving and very attractive to many people. High game usa...
This study examined whether there is a correlation between symptoms of adult Attention Deficit Hyper...
There has been abundant speculation, but very little research, concerning the role of television in ...
Many parents and professionals are confronting the challenges of children with attention deficit hyp...
There has been abundant speculation, but very little research, concerning the role of television in ...
The current study assessed the feasibility and effectiveness of a full-body-driven intervention vide...