Measuring attention of ADHD patients by means of a computer game featuring biometrical data gathering


ADHD is a neurodevelopmental disorder diagnosed mainly in children, marked by inattention and hyperactivity-impulsivity. The symptoms are highly variable, such as different ages of onset and potential comorbidities, contributing to frequent misdiagnoses. Professionals note a gap in modern diagnostic tools, making accurate identification challenging. To address this, recent studies recommend gamification for better ADHD diagnosis and treatment, though further research is essential to confirm its efficacy. This work aims to create a serious game, namely “Attention Slackline», to assess attention levels. The game, designed with expert input, requires players to concentrate on a specific point to recognize specific patterns while managing distractions. A controlled experiment tested its precision, and results were compared with established attention tests by a correlation analysis. Statistical analysis confirmed the game’s validity, especially in tracking attention through correct responses and errors. Preliminary evidence suggests that “Attention Slackline» may serve as a credible instrument for the assessment of attentional capacities in individuals with ADHD, given that its outcomes have been empirically shown to correlate with those derived from a well-established attention assessment methodology.

Miguel A. Teruel, Javier Sanchis, Nicolás Ruiz-Robledillo, Natalia Albaladejo-Blázquez, Rosario Ferrer-Cascales, Juan Trujillo (2024) Measuring attention of ADHD patients by means of a computer game featuring biometrical data gathering, Published by Elsevier Ltd.



Mentions Nesplora…

In the case of ADHD symptoms assessment, some studies have been recently developed, such as those conducted by Seesjärvi E, et al. and Merzon L. et al. The research carried out by Seesjärvi E, et al. employed a gamified task, called EPELI (Executive Performance in Everyday LIving), which reproduced an apartment in which the patient should develop several daily life scenarios. The tool was administered to 38 ADHD children and 38 typically developing controls. Obtained results showed higher concurrent and discriminant validity of the tool, demonstrating its accuracy in the evaluation of ADHD symptoms in children (Seesjärvi E, et al.). Furthermore, in another study in which the same tool was applied, the evaluation of eye movement pattern was also revealed as a significant variable for discrimination of ADHD symptoms, demonstrating that the combination of a computer game and eye movement could be employed for precise prediction of attention deficits (Merzon L. et al.). Previously conducted research obtained similar results, demonstrating that computer games especially those replicate ecological contexts, could be useful for the evaluation of ADHD symptomatology (Díaz-Orueta U. et al.) ( Neguț A. et al.). In this sense, the AULA Nesplora, a virtual environment which replicates a school classroom, exhibited higher convergent validity when compared with standardized cognitive evaluation tools (Díaz-Orueta U. et al.; Iriarte Y. et al.).

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Cited publications directly linked to Nesplora Aula:

  • Díaz-Orueta U., Garcia-López C., Crespo-Eguílaz N., Sánchez-Carpintero R., Climent G., Narbona J. (2014) AULA virtual reality test as an attention measure: convergent validity with Conners’ Continuous Performance Test. Child Neuropsychol; 20: 328-342
  • Iriarte Y., Diaz-Orueta U., Cueto E., Irazustabarrena P., Banterla F., Climent G. (2016)  AULA—advanced virtual reality tool for the assessment of attention. J. Atten. Disord; 20: 542-568

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