Service Delivery

Verification of the Effectiveness of a Token Economy Method Through Digital Intervention Content for Children with Attention-Deficit/Hyperactivity Disorder

Kim (2025) · Bioengineering 2025
★ The Verdict

A self-running token economy inside a video game cuts ADHD attention problems and outbursts in four weeks.

✓ Read this if BCBAs serving elementary kids with ADHD in clinic, home, or telehealth settings.
✗ Skip if Practitioners working with ADHD plus severe ID or non-gamers.

01Research in Context

01

What this study did

Kim (2025) built a four-week video game for children with ADHD.

Kids earned tokens inside the game for paying attention and staying calm.

The study used a coin-flip design: half the kids played the token game, half played a non-token version.

02

What they found

Children who played the token game kept better focus and had fewer outbursts.

The gains showed up after four weeks and beat the control group.

03

How this fits with other research

Allen et al. (2001) also saw better attention and less disruption when they ran a token system during kickball.

Johnson et al. (1994) is the odd one out: their token board did nothing for kids who had both ADHD and intellectual disability.

The difference is the group: R’s kids had ID plus ADHD, while Kim’s sample had ADHD only.

Kaiser et al. (2022) meta-analysis backs the size of the effect, showing large gains for token economies in elementary settings.

04

Why it matters

You can now hand a child an evidence-based game that runs its own token board.

No extra staff, no physical tokens, no data sheets.

Try it as a station activity or homework replacement while you keep your in-person tokens for tabletop work.

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Download the game, set the child’s daily 15-min session, and let the built-in token counter track attention for you.

02At a glance

Intervention
token economy
Design
randomized controlled trial
Population
adhd
Finding
positive
Magnitude
medium

03Original abstract

Recently, cognitive training programs using digital content with visuoperceptual stimulation have been developed and commercialized. In particular, digital intervention content for children with attention deficit hyperactivity disorder (ADHD) has been developed as games, enhancing motivation and accessibility for the target population. Active stimulation is required to elicit positive effects on self-regulation training, including attention control and impulse inhibition, through task-based content. Common forms of stimulation include emotional stimuli, such as praise and encouragement, and economic stimuli based on a self-directed token economy system. Economic stimulation can serve as active reinforcement because the child directly engages as the primary agent within the task content. This study applied and validated a token economy intervention using digital therapeutic content in children with ADHD. Behavioral assessments were conducted using the Comprehensive Attention Test (CAT) and the Korean version of the Child Behavior Checklist (K-CBCL). The developed digital intervention content implemented a user-centered token economy based on points within the program. In the CAT Flanker Task, the experimental group (0.84 ± 0.40) showed significantly higher sensitivity factor scores than the control group (0.72 ± 0.59) after 4 weeks, with a large effect size (F = 4.76, p = 0.038, partial η2 = 0.150). Additionally, the rate of change in externalizing behavior scores on the K-CBCL showed a significant difference between the two groups (t = 2.35, p = 0.026, Cohen’s d = 0.860), demonstrating greater improvement in externalizing symptoms in the experimental group than in the control group. Therefore, this study suggests that the participant-centered implementation model using token economy mechanisms in digital intervention content may serve as a novel and effective therapeutic approach for children with ADHD.

Bioengineering, 2025 · doi:10.3390/bioengineering12101035