Scientific & Therapeutic Effects
Yulius Mental Health Care Organization, Department of Clinical Psychology, Erasmus University Rotterdam, Serious Games Institute, Coventry University, Faculty of Psychology and Educational Sciences, KU Leuven, Department of Developmental Psychology, University of Amsterdam; Cognitive Science Centre Amsterdam, University of Amsterdam; Department of Psychiatry, KU Leuven; Centre ZitStil; Focuz Treatment Centre for Children and Youth; Department of Psychiatry and Psychology, Maastricht University; Mondriaan Mental Health Care; Virenze Mental Health Care
Twelve researchers and doctors of leading academic and research institutions collaborated on a clinical randomized controlled trial study to examine the behavioural effects of Plan-it Commander on children: 

Kim CM Bul , PhD; Pamela M Kato, EdM, PhD; Saskia Van der Oord, PhD;  Marina Danckaerts, MD, PhD; J Vreeke , PhD; Annik Willems, MSc; Helga JJ van Oers, PhD; Ria Van Den Heuvel, MSc; Derk Birnie, MD; Thérèse AMJ Van Amelsvoort, MD, PhD; Ingmar HA Franken, PhD; Athanasios Maras, MD. 
Yulius Mental Health Care Organization, Department of Clinical Psychology, Erasmus University Rotterdam, Serious Games Institute, Coventry University, Faculty of Psychology and Educational Sciences, KU Leuven, Department of Developmental Psychology, University of Amsterdam; Cognitive Science Centre Amsterdam, University of Amsterdam; Department of Psychiatry, KU Leuven; Centre ZitStil; Focuz Treatment Centre for Children and Youth; Department of Psychiatry and Psychology, Maastricht University; Mondriaan Mental Health Care; Virenze Mental Health Care
The Research

Study 1: 

This study outlines the development of the game - designed based on the psychological principles of self-regulation, social cognition, and behavioural learning. It details the therapeutic foundations of the game, which was specifically created to promote behaviours and strategies of daily life functioning such as time management, planning/organizing, and prosocial skills - competencies that are often challenging for children with ADHD.

Study 2: Behavioural outcome effects of Plan-It Commander: a randomized control trial

A multi-site randomized control trial was performed to test the effectiveness of Plan-It Commander on the daily life skills of children aged 8-12 years with ADHD. After 10 weeks, children who played the game displayed significantly greater improvements in time management skills, social skills, and working memory than participants in a control group. Researchers concluded that Plan-It Commander offers an effective therapeutic approach as an adjunct intervention to traditional ADHD therapies.

PhD Dissertation: Design and effectiveness of a serious game for children with ADHD

In this PhD dissertation, all the scientific studies on Plan-it Commander are summarized and detailed in one report. Here, you can learn more about the usability of early prototypes, as well as the testing of behavioural and neurocognitive impacts of the game's final version. This dissertation also explores whether children with different forms of ADHD might experience differing levels of behavioural improvements
Why Plan-It Commander Works
Real Lasting Behavioural Change
As children play the game, they practice and develop their skills, transferring them into their daily lives. Plan-It Commander leverages proven behavioral change methods  and therapeutic procedures including: reinforcement, immediate performance feedback from a mentor, goal setting through missions, modeling, social support, and comparison.
Psychology
The in-game skill development occurs through the application of the latest scientific findings and insights in the psychological fields of behaviour change and learning in children. 
Gaming
Children with ADHD often experience fewer problems with concentration and engagement while playing digital games. Therefore, by integrating psychological principles into a video game, Plan-It Commander creates the opportunity for children with ADHD to learn and practice daily life skills in a fun, stimulating, and convenient way.