Research about ADHD and gaming

by Hani Hamdan

Introduction:

When we hear about gaming in psychology, the first thing that comes to our mind is addiction, because typically, gaming is repeatedly mentioned in a context of addiction, but what if we tried to look at gaming as a way to cure certain disorders, like ADHD, and try to see how we can use games as a nonpharmaceutical tool for dealing with the ADHD. In this research, we will take a look at some studies that use games as a solution.

Improving working memory and attention:

In this area, we have two studies. The first study is a systematic review that explores the potential of video game-based training (VGT) as a tool for neuropsychological rehabilitation in individuals with Attention Deficit Hyperactivity Disorder (ADHD). It tries to assess the cognitive and behavioral gains from VGT, the ability of these gains to transfer to real-life functioning, finding improvements in attention, enhanced working memory, and inhibitory control, as well as positive outcomes in executive functions such as flexibility and reasoning.

And in the behavioral aspect, gaming was found to reduce ADHD symptoms (especially inattention and hyperactivity), improve organizational and planning skills, and increase motivation and task engagement.

The second study uses two models (using Microsoft Kinect for motion-based interaction), Fish Navigation Game: Enhances precision and reaction speed. The child controls a fish navigating a tunnel with increasing difficulty and audio cues, and Memory Box Game: Strengthens spatial working memory by matching hidden image pairs in an expanding matrix. The results showed a significant improvement in working memory and task recall, as well as classroom behavior, including longer attention spans and reduced forgetfulness, and increased engagement and motivation in both game and school tasks.

BCI and video games:

This study uses a BCI (brain computer interface) video game called Harvest Challenge, intended to train sustained attention in children diagnosed with ADHD, which is a neurodevelopmental disorder characterized by persistent patterns of inattention, hyperactivity, and impulsivity that interfere with functioning or development. This disorder has various impacts on a patient’s life, including low academic performance, job instability, in addition to affecting daily functioning skills such as emotional regulation, prioritizing, and planning. This study offers a culturally-relevant, interactive tool that integrates therapeutic strategies and EEG-based neurofeedback. This game is designed with specific features targeting ADHD-related competencies, and the study came up with key outcomes such as promoting cognitive skills crucial for ADHD management, storing and visualizing EEG data to monitor individual progress, and showing potential for improved engagement and behavioral outcomes in children with ADHD.

Conclusion:

The previous studies provide a new viewpoint for video games in psychology, rather than the traditional perspective that video games are associated with addiction, they try to look at video games as a cure for ADHD, and use different methods and ways to do so.

References: 

Strahler Rivero, Thiago, et al. “ADHD Rehabilitation through Video Gaming: A Systematic Review Using PRISMA Guidelines of the Current Findings and the Associated Risk of Bias.” Frontiers in Psychiatry, vol. 6, article 151, 2015. https://www.frontiersin.org/journals/psychiatry/articles/10.3389/fpsyt.2015.00151/full

Koceski, S., and N. Koceska. “Development and Evaluation of Video Game for Learning Capabilities Improvement of ADHD Children.” International Conference on Information Technology and Development of Education – ITRO, June 2015, Zrenjanin, Republic of Serbia. https://eprints.ugd.edu.mk/14843/

Muñoz, John E., et al. “Design and Creation of a BCI Videogame to Train Sustained Attention in Children with ADHD.” Proceedings of the Colombian Conference on Communications and Computing (ColumbianCC), IEEE, Sept. 2015, doi:10.1109/ColumbianCC.2015.7333431. https://ieeexplore.ieee.org/abstract/document/7333431

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