LOGIN TO YOUR ACCOUNT

Username
Password
Remember Me
Or use your Academic/Social account:

CREATE AN ACCOUNT

Or use your Academic/Social account:

Congratulations!

You have just completed your registration at OpenAire.

Before you can login to the site, you will need to activate your account. An e-mail will be sent to you with the proper instructions.

Important!

Please note that this site is currently undergoing Beta testing.
Any new content you create is not guaranteed to be present to the final version of the site upon release.

Thank you for your patience,
OpenAire Dev Team.

Close This Message

CREATE AN ACCOUNT

Name:
Username:
Password:
Verify Password:
E-mail:
Verify E-mail:
*All Fields Are Required.
Please Verify You Are Human:
fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Craven, Michael P.; Groom, Madeleine J. (2015)
Languages: English
Types: Unknown
Subjects:
State-of-the-art computer games and psychological tests for symptom monitoring and therapy in Attention Deficit Hyperactivity Disorder (ADHD) are explored and reviewed. Three foci for research studies are identified: task (human performance) focus; educational focus; medical/clinical focus. \ud \ud It is found that game designs in the literature include a variety of tests of cognition mostly dependent on attention and executive functions (inhibitory motor control, working memory, interference suppression) which involve reactions to stimuli on computer (or mobile phone) screens. In addition, based on the measurement of neural pathways that can be accessed by Brain Computer Interfaces, there are several applications of games that employ biofeedback and demand the user to control aspects of their brain activity to play them, with the aim of improving function. A number of games have been used in clinical studies for self-monitoring and therapy, some of these controlled with comparators such as treatment as usual or cognitive therapies, or with the individual as their own control, where efficacy is evaluated by measuring behavioural and functional outcomes on measurement instruments such as ADHD or behavioural trait questionnaires or other cognitive tests. Other applications of games include education and raising awareness of mental health conditions to reduce stigma. \ud \ud The paper then presents and proposes designs of new games that are based on psychological tests or tasks that aim to monitor or improve attention, inhibitory and/or motor activity including Continuous Performance Tests, Go/No-go and Stop-signal tasks.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • [1] D. H. Goh, R. P. Ang, and H. C. Tan, "Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents," Computers in Human Behavior, vol. 24, pp. 2217-2235, Sep 2008.
    • [2] L. Messineo, M. Allegra, and N. Alessi, "Game-Based Learning for Education and Training in the Health Sector," 2011 4th International Conference of Education, Research and Innovation (Iceri), pp. 3341-3353, 2011.
    • [3] M. P. Craven and L. Simons, "Games to engage: increasing mental health awareness," The Ergonomist, pp. 4-5, 2015.
    • [4] C. S. Green and D. Bavelier, "Action video game modifies visual selective attention," Nature, vol. 423, pp. 534-537, May 29 2003.
    • [5] R. A. Barkley, "International Consensus Statement on ADHD," J Am Acad Child Adolesc Psychiatry, vol. 41, p. 1389, Dec 2002.
    • [6] NICE. (2008, 09/06/2015). Attention deficit hyperactivity disorder: Diagnosis and management of ADHD in children, young people and adults. NICE guidelines [CG72]. Available: www.nice.org.uk/guidance/CG72
    • [7] QbTech. (2015, 09/06/2015). Identify, Rule Out and Monitor ADHD More Effectively With QbTest. Available: www.qbtech.com/qbtest.html
    • [8] T. S. Moriyama, G. Polanczyk, A. Caye, T. Banaschewski, D. Brandeis, and L. A. Rohde, "Evidence-Based Information on the Clinical Use of Neurofeedback for ADHD," Neurotherapeutics, vol. 9, pp. 588-598, Jul 2012.
    • [9] K. L. Amon and C. A. J., "Game-Based Learning: Current Research in Games for Health, a Focus on Biofeedback Video Games as Treatment for AD/HD," in Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, P. Felicia, Ed., ed Hershey, PA, USA: IGI Global, 2011, pp. 583-605.
    • [10] A. F. McDermott, D. Bavelier, and C. S. Green, "Memory abilities in action video game players," Computers in Human Behavior, vol. 34, pp. 69-78, May 2014.
    • [11] W. R. Boot, A. F. Kramer, D. J. Simons, M. Fabiani, and G. Gratton, "The effects of video game playing on attention, memory, and executive control," Acta Psychologica, vol. 129, pp. 387-398, Nov 2008.
    • [12] A. C. Oei and M. D. Patterson, "Enhancing Cognition with Video Games: A Multiple Game Training Study," Plos One, vol. 8, Mar 13 2013.
    • [13] A. C. Oei and M. D. Patterson, "Playing a puzzle video game with changing requirements improves executive functions," Computers in Human Behavior, vol. 37, pp. 216-228, Aug 2014.
    • [14] T. D. Parsons, T. Bowerly, J. G. Buckwalter, and A. A. Rizzo, "A controlled clinical comparison of attention performance in children with ADHD in a virtual reality classroom compared to standard neuropsychological methods," Child Neuropsychology, vol. 13, pp. 363-381, Jul 2007.
    • [15] P. L. Baniqued, H. Lee, M. W. Voss, C. Basak, J. D. Cosman, S. DeSouza, et al., "Selling points: What cognitive abilities are tapped by casual video games?," Acta Psychologica, vol. 142, pp. 74-86, Jan 2013.
    • [16] T. A. Goldman, F. J. Lee, and J. Zhu, "Using video games to facilitate understanding of attention deficit hyperactivity disorder: a feasibility study," presented at the Proceedings of the first ACM SIGCHI annual symposium on Computerhuman interaction in play, Toronto, Ontario, Canada, 2014.
    • [17] M. P. Craven, Z. Young, L. Simons, H. Schnadelbach, and A. Gillott, "From Snappy App to Screens in the Wild: Gamifying an Attention Deficit Hyperactivity Disorder Continuous Performance Test for Public Engagement and Awareness," in 2014 International Conference on Interactive Technologies and Games (iTAG), Nottingham, United Kingdom, 16-17 October, 2014, pp. 36-43.
    • [18] D. E. Astle, J. J. Barnes, K. Baker, G. L. Colclough, and M. W. Woolrich, "Cognitive training enhances intrinsic brain connectivity in childhood," J Neurosci, vol. 35, pp. 6277-83, Apr 22 2015.
    • [19] H. Alshanqiti and P. Blanchfield, "Parameters for Video Games for the Treatment of Mental Illness in Children," Proceedings of the 3rd European Conference on Games Based Learning, pp. 1-7, 2009.
    • [20] F. Benedetti, N. Catenacci Volpi, L. Parisi, and G. Sartori, "Attention Training with an Easy-to-Use Brain Computer Interface," in Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality. vol. 8526, R. Shumaker and S. Lackey, Eds., ed: Springer International Publishing, 2014, pp. 236-247.
    • [21] Z. Young, M. Craven, M. Groom, and J. Crowe, "Snappy App: A Mobile Continuous Performance Test with Physical Activity Measurement for Assessing Attention Deficit Hyperactivity Disorder," in Human-Computer Interaction. Applications and Services. vol. 8512, M. Kurosu, Ed., ed: Springer International Publishing, 2014, pp. 363-373.
    • [22] S. J. Johnstone, A. Dimoska, J. L. Smith, R. J. Barry, C. B. Pleffer, D. Chiswick, et al., "The development of stop-signal and Go/Nogo response inhibition in children aged 7-12 years: Performance and event-related potential indices," International Journal of Psychophysiology, vol. 63, pp. 25-38, Jan 2007.
    • [23] E. B. Liddle, G. Scerif, C. P. Hollis, M. J. Batty, M. J. Groom, M. Liotti, et al., "Looking before you leap: A theory of motivated control of action," Cognition, vol. 112, pp. 141-158, Jul 2009.
    • [24] T. Klingberg, "Computerized training of working memory in children with ADHD," European Neuropsychopharmacology, vol. 17, pp. S192-S193, Oct 2007.
    • [25] A. Chacko, A. C. Bedard, D. J. Marks, N. Feirsen, J. Z. Uderman, A. Chimiklis, et al., "A randomized clinical trial of Cogmed Working Memory Training in school-age children with ADHD: a replication in a diverse sample using a control condition," Journal of Child Psychology and Psychiatry, vol. 55, pp. 247-255, Mar 2014.
    • [26] T. Klingberg, E. Fernell, P. J. Olesen, M. Johnson, P. Gustafsson, K. Dahlstrom, et al., "Computerized training of working memory in children with ADHD - A randomized, controlled trial," Journal of the American Academy of Child and Adolescent Psychiatry, vol. 44, pp. 177-186, Feb 2005.
    • [27] T. Klingberg, H. Forssberg, and H. Westerberg, "Training of working memory in children with ADHD," Journal of Clinical and Experimental Neuropsychology, vol. 24, pp. 781-791, Sep 2002.
    • [28] A. Al-Shathri, A. Al-Wabil, and Y. Al-Ohali, "Eye-Controlled Games for Behavioral Therapy of Attention Deficit Disorders," in HCI International 2013 - Posters' Extended Abstracts. vol. 373, C. Stephanidis, Ed., ed: Springer Berlin Heidelberg, 2013, pp. 574-578.
    • [29] NHT. (December 2014) Computer game developed by the Centre to help children with ADHD. Positive magazine, Nottinghamshire Healthcare NHS Trust. 11.
    • [30] S. Wass, K. Porayska-Pomsta, and M. H. Johnson, "Training Attentional Control in Infancy," Current Biology, vol. 21, pp. 1543-1547, Sep 27 2011.
    • [31] N. J. Steiner, E. C. Frenette, K. M. Rene, R. T. Brennan, and E. C. Perrin, "Neurofeedback and Cognitive Attention Training for Children with Attention-Deficit Hyperactivity Disorder in Schools," Journal of Developmental and Behavioral Pediatrics, vol. 35, pp. 18-27, Jan 2014.
    • [32] C. G. Lim, T. S. Lee, C. T. Guan, D. S. S. Fung, Y. D. Zhao, S. S. W. Teng, et al., "A Brain-Computer Interface Based Attention Training Program for Treating Attention Deficit Hyperactivity Disorder," Plos One, vol. 7, Oct 24 2012.
    • [33] U. Strehl, U. Leins, G. Goth, C. Klinger, T. Hinterberger, and N. Birbaumer, "Self-regulation of slow cortical potentials: A new treatment for children with attention-deficit/hyperactivity disorder," Pediatrics, vol. 118, pp. E1530-E1540, Nov 2006.
    • [34] R. Drechsler, M. Straub, M. Doehnert, H. Heinrich, H. C. Steinhausen, and D. Brandeis, "Controlled evaluation of a neurofeedback training of slow cortical potentials in children with Attention Deficit/Hyperactivity Disorder (ADHD)," Behavioral and Brain Functions, vol. 3, Jul 26 2007.
    • [35] M. Arns, S. de Ridder, U. Strehl, M. Breteler, and A. Coenen, "Efficacy of neurofeedback treatment in ADHD: the effects on inattention, impulsivity and hyperactivity: a meta-analysis," Clin EEG Neurosci, vol. 40, pp. 180-9, Jul 2009.
    • [36] N. Lofthouse, L. E. Arnold, and E. Hurt, "Current status of neurofeedback for attention-deficit/hyperactivity disorder," Curr Psychiatry Rep, vol. 14, pp. 536-42, Oct 2012.
    • [37] T. Klingberg and F. McNab, "Working memory remediation and the D1 receptor," Am J Psychiatry, vol. 166, pp. 515-6, May 2009.
    • [38] T. H. van Leeuwen, H. C. Steinhausen, C. C. Overtoom, R. D. Pascual-Marqui, B. van't Klooster, A. Rothenberger, et al., "The continuous performance test revisited with neuroelectric mapping: impaired orienting in children with attention deficits," Behav Brain Res, vol. 94, pp. 97-110, Jul 1998.
    • [39] J. Swanson, S. Schuck, M. Mann, C. Carlson, K. Hartman, J. Sergeant, et al. (2000, 09/06/2015). Categorical and Dimensional Definitions and Evaluations of Symptoms of ADHD: The SNAP and the SWAN Ratings Scales Available: http://www.adhd.net/SNAP_SWAN.pdf
    • [40] M. Luman, J. Oosterlaan, and J. A. Sergeant, "The impact of reinforcement contingencies on AD/HD: a review and theoretical appraisal," Clin Psychol Rev, vol. 25, pp. 183-213, Feb 2005.
    • [41] J. P. Zagal and A. Bruckman, "The game ontology project: supporting learning while contributing authentically to game studies," presented at the Proceedings of the 8th international conference on International conference for the learning sciences - Volume 2, Utrecht, The Netherlands, 2008.
    • [42] J. Carr and P. Blanchfield, "Engaging the Un-Engageable," in Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches, P. Felicia, Ed., ed Hershey, PA, USA: IGI Global, 2011, pp. 633- 657.
  • Inferred research data

    The results below are discovered through our pilot algorithms. Let us know how we are doing!

    Title Trust
    69
    69%
  • No similar publications.

Share - Bookmark

Cite this article