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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Blasco-Fontecilla, H.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Virtual Reality and Chess. A Video Game for cognitive training in patients with ADHD</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Autonoma University of Madrid</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Biomedical Research Centre in Mental Health Net (CIBERSAM)</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Psychiatry, Puerta de Hierro University Hospital-IDIPHIPSA</institution>
          ,
          <addr-line>Majadahonda</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>ITA Mental Health</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Tecnocampus - Pompeu Fabra University</institution>
          ,
          <addr-line>Mataro</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <volume>1</volume>
      <issue>3</issue>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Objective: The treatment of ADHD is multimodal: Pharmacological, psychoeducational and psychotherapy, mainly cognitive-behavior therapy. Unfortunately, cognitive therapy is expensive and unattractive for some patients diagnosed with ADHD, which might lead to halting therapy. To alleviating this deficit, we have created a therapeutic video game -The Secret Trail of Moon (TSTM)-, which is based on a set of Virtual Reality (VR) exercises allied with a gamified version of chess. The combination of VR, video game and chess allows a greater immersion of cognitive load and training, adherence and transference to daily life. Materials and Methods: The video game is based on both Thomas Brown's model of executive dysfunction in ADHD patients and Barkley's model of Behavioral Inhibition in these patients. TSTM is composed of 6 different mechanics aimed at working with: attention, memory, planning, visuospatial capacity, impulse control and reasoning. The technology used has been VR goggles, an actual gaming console and a standalone application. The software runs on a PlayStation 4 test device Results: TSTM has been elaborated in three phases: 1) Theoretical foundation, design and programming; 2) Validation and proof of concept phase; 3) Clinical trial phase. The validation and proof of concept phase allowed us to improve TSTM according to the users' experience in order to achieve a more powerful cognitive training. Currently, TSTM is its third phase. The main hypothesis is that TSTM training produces improvements in patients with ADHD. Conclusions: This article shows the first steps and development of TSTM. Currently, TSTM is undergoing its first clinical trial to demonstrate clinical efficacy to treat ADHD patients.</p>
      </abstract>
      <kwd-group>
        <kwd>Video Games</kwd>
        <kwd>Reality Virtual</kwd>
        <kwd>Chess</kwd>
        <kwd>ADHD</kwd>
        <kwd>cognitive training</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        In the last 50 years, the boom of video games as a recreational form is being
exponential. However, it is only recently that they have begun to be used successfully as a
therapeutic tool in mental health [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ]. One of the main reasons for the success is the
playful character of video games which favours the adherence to the treatment [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ].
      </p>
      <p>
        In particular, serious video games have begun to be used for the treatment of
Attention Deficit Hyperactivity Disorder (ADHD) [
        <xref ref-type="bibr" rid="ref5 ref6 ref7 ref8">5–8</xref>
        ]. ADHD is a
neurodevelopmental pathology with a large genetic component affecting between 4-7% of the entire
worldwide child population [
        <xref ref-type="bibr" rid="ref10 ref9">9,10</xref>
        ]. ADHD is characterized by inattention,
hyperactivity and impulsivity which is not appropriate to age and should appear in two or more
areas of the subject's life [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. ADHD is more frequent in males, with a male: female
ratio of 3:1 [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        Clinical guidelines recommend multimodal treatment as the first therapeutic
option. Multimodal treatment includes a combination of different proportions of: 1)
Pharmacological treatment; 2) psychoeducational treatment (parents and teachers);
and 3) Psychotherapy, mainly cognitive-behavioral psychotherapy [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Currently,
cognitive-behavioural treatment is expensive and often unattractive to patients with
ADHD, thus leading to difficulties to adhere to treatment and the abandonment of
therapy on many occasions.
      </p>
      <p>For this reason, several authors are investigating new, more attractive, cheap and
effective alternative tools for treating ADHD. To this end, we have designed a
therapeutic video game using virtual reality (VR). The novelty of our video game "The
Secret Trail of Moon" (TSTM) is that we inclused a gamified version of chess at the
very core of the video game. We used chess as a gamified “excuse” of training
executive functions.</p>
      <p>
        Chess is an ancestral game based on simple rules but demands a high cognitive
load including attentional processes, executive functions, and memory, among others
[
        <xref ref-type="bibr" rid="ref13 ref14">13,14</xref>
        ]. Recently, chess has begun to be used as a tool for cognitive stimulation in the
treatment of different mental health disorders [
        <xref ref-type="bibr" rid="ref15 ref16 ref17 ref18">15–18</xref>
        ]. In 2009, Demily conducted a
pilot study with a control group of patients with schizophrenia. These patients
attended chess sessions for 10 hours. The results showed how the patients in the chess group
had a significant improvement in their executive functions [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In 2014, Gonçalves
and his group conducted a pilot study with a control group of cocaine patients. The
patients in the chess group received 10 chess sessions. The results showed that these
patients had a significant improvement in their working memory and emotional
control [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In 2016, Blasco-Fontecilla et al. conducted a pilot study without a control
group with children diagnosed with Attention Deficit Hyperactivity Disorder
(ADHD). The results showed that there was an improvement in the core symptoms of
parent-reported ADHD [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Recently, in 2019 Nakao has published a systematic
review on the benefits of playing board games (chess, go game and shogi) as a
therapeutic tool for mental disorders [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The recent success of chess as a cognitive tool in
mental health is due to its playfulness, adherence and low cost.
      </p>
      <p>
        On the other hand, VR offers three advantages compared to the use of 2D video
games: [
        <xref ref-type="bibr" rid="ref17 ref18">17,18</xref>
        ] 1) Immersion in the video game in order to keep the patient's attention
focused; 2) The novelty and low accessibility to the use of Virtual Reality games,
compared to 2D games, produces greater motivation and adherence to treatment due
to the reinforcement produced by the use of Virtual Reality games; and 3) Better
transference to daily life,since they are used on a regular basis for training in other
areas, such as human resources, phobias and others.
      </p>
      <p>The aim of TSTM is to create an innovative, more immersive and motivating
therapeutic tool for the cognitive treatment of patients diagnosed with ADHD.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Methods</title>
      <sec id="sec-2-1">
        <title>Theoretical basis of TSTM</title>
        <p>TSTM is a therapeutic video game based on VR for the cognitive training in patients
with ADHD.</p>
        <p>Adventures and puzzle
A kid appears suddenly on a cave and it's greeted by a curious black
fox that talks. Travelling with him eventually met a scurry raccoon
and together they form the Moon team. Through the adventures in
the woods they'll learn about an impending war between two animal
factions that wants to fill the power vacuum that the King of the
Forest Cernunnos left when it vanished. Wanting to unite all animals
again, they set on a quest to find Cernunnos and put an end to the
war that threatens the coexistence and the nature of the forest itself.</p>
        <p>This is a VR adventure experience toppled with some specifically
designed mechanics. The main goal of the game is to find the King
of the Forest through several chapters, following the main storyline
of the Moon Team while resolving problems all along the Forest.</p>
        <p>Cognitive training (25 minutes) and Exploring the forest (10
games minutes).</p>
        <p>Game time estima- 8 hours
tion
In the first phase of development this video game is composed of 6 mechanics. Each
mechanism has been designed to stimulate a deficient area in patients with ADHD:
attention, working memory, planning, visuospatial capacity, impulse control and
reasoning.</p>
        <p>Game mechanic (Working área)</p>
        <p>Purpose of the mechanics</p>
        <p>Images of the game
Smasher (Attention)
Enigma (Working memory)
Focus your attention and press the "X"
button on the control when the target
sequence appears in order to destroy the
rock that is in your way.</p>
        <p>For a given time, remember a target
sequence and place it in the correct
order as quickly as possible.</p>
        <p>Kuburi (Visuospatial capacity)</p>
        <p>Make the default drawing using 3D
cubes formed by 6 different faces
Teka Teki (Planning)</p>
        <p>Get the key to your lock by moving the
walls that are in your way using the
fewest possible movement.
Kitsune (Impulse control)
Chess (Reasoning)</p>
        <p>Avoid objects that are in the way by
following the indications that are
shown.
12 chess lessons that increase in
difficulty, from knowing the pieces to
performing checkmate in 1 move.</p>
        <p>The novelty of the video game is the use of the game of chess as a central axis. The
game of chess consists of a board with 64 squares, half white and half black, and two
sides, one white and one black. Each side starts with 16 pieces (6 pieces of different
type). The aim of the game is to checkmate the opponent's king.</p>
        <p>In TSTM, chess appears in three different forms: A) As game mechanics; B) As a
central element of mechanics; and C) As a thread in the plot of the video game:
A) Chess as game (Figure 1). A course of 12 sessions has been structured,
consisting of tutorials and exercises in each of them. The first lesson is about the
knowledge of the board and the pieces. The level increases successively until
it reaches checkmate in 1 move.
B) Chess as a central element of the mechanics (Figure 2). The elements of the
game of chess, board and pieces, allow us to perform many cognitive exercises
in which it is not necessary to know the rules of chess. An example is the
attention game "Smasher". The patient must be attentive to the appearance of the
"pawn-knight" sequence and then press the X button on the controller.</p>
        <p>Chess as a thread in the plot and lore (Figure 3). TSTM is located in a forest
with chess elements that explain the story of this world. The patient will go
together with two animals that accompany him.
During his trip, the player will unlock information about the forest's relationship with
chess. The final test of the video game is to play a game of chess against the enemy.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Development of the video game</title>
        <p>The video game TSTM has been designed with the joint participation of the
Traslational Research Group at Puerta de Hierro University Hospital-Majadahonda (Dr.
Hilario Blasco-Fontecilla and Maria Rodrigo-Yanguas), the company Gammera Nest
(including Marina Martin-Moratinos), and the collaboration of an expert in
gamification (Carlos Gonzalez-Gardon). In the design and development has participated an
interdisciplinary team formed by a psychiatrist, psychologists, programmers,
modelers, art, sound and production.</p>
        <p>
          The initial design of the video game has been modified in an iterative way
following a User-Centered Model.[
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] During the study of the proof of concept and
usability, we obtained feedback from the patients who tested different versions of the video
game by giving their opinions. The testing with real patients allowed us to make
improvements in the design of the game mechanics adapting it to their needs and
preferences. It also allowed us to correct errors or bugs to have a more polished version for
the subsequent clinical trial. This information obtained by the psychologists was
transmitted to the programmers. Many of the improvement suggestions from the
patients were integrated during the development process.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Videogame software</title>
        <p>We used Unity Game Engine to develop this VR Experience to Sony Playstation VR
device. We specifically programmed each one of the cognitive variables that we want
to improve. We also use this VR technology to improve this data and provide to the
professional with a report that is the more complete as possible. We track head
movement, head speed, focus and reaction time and we showed them to the
professional so they can render their own conclusions.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>The TSTM development and validation process is divided into three stages: 1)
Theoretical foundation, design and programming stage; 2) Usability stage (Proof of
concept); 3) Clinical trial stage (ID: NCT04355065).</p>
      <p>A) Theoretical foundation, design and programming stage (See Methodology section).
B) Usability stage (Proof of concept). The objective was to detect errors in the video
game and to evaluate the experience of the patients in order to improve the version of
TSTM.</p>
      <p>C) Clinical trial stage. We are currently in this stage (Trial registration:
NCT04355065). The research is being carried out at the Puerta de Hierro University
Hospital. It is a randomized, non-blind clinical trial with a control group. 105 patients
with a diagnosis of ADHD and in stable pharmacological treatment are randomized to
enter one of the three groups: 1) Control group; 2) Online therapeutic chess group; 3)
TSTM group. All patients and parents are evaluated pre- and post-intervention. The
training is done during 12 weeks. Our main working hypothesis is that patients who
perform training in TMT or chess will have improvements in executive functions
compared to patients who do not perform any type of intervention (control group).
Currently, we have 83 patients evaluated and in active training: Control group (n=28),
Therapeutic chess group (n=27) and TSTM group (n=28).
1. Theoretical
foundation and programming
Psychological Models=
Thomas Brown's model
of executive functions.</p>
      <p>Barkley Behavioral
Inhibition Model. Chess.</p>
      <p>Technology= It is
designed in partnership
with Sony Iberia for the
Playstation 4 systems,
and specifically, to
Playstation VR goggles.</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <sec id="sec-4-1">
        <title>Discussion and future perspectives</title>
        <p>
          The aim of the TSTM video game is to create an innovative therapeutic tool for
cognitive training in patients diagnosed with ADHD. TSTM has been created for the
treatment of the main deficits of ADHD as reported from the main theoretical
conceptual frameworks on the main deficits of patients with ADHD: inattention,
hyperactivity, and lack of impulse control, among others [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. We included VR because,
compared to a 2D strategy, provides: greater adherence, engagement and transferability
[
          <xref ref-type="bibr" rid="ref17 ref18">17,18</xref>
          ]. Chess has been chosen as the main theme given its potential as a cognitive
training tool [
          <xref ref-type="bibr" rid="ref15 ref16 ref17">15–17</xref>
          ] and the possibility of creating many mechanics by combining
the pieces and the chessboard.
        </p>
        <p>Before testing the therapeutic properties of TSTM, we had to overcome a second
stage, testing the usability and proof of concept. The question at this second stage
was: would it make sense creating a VR videogame with good therapeutic properties
but boring that anyone else would like to play? We have surpassed this second phase
and our results are really good. Unfortunately, we did not have the time to writte this
paper, but we can advance that more than 90% of the users reported that they liked
TSTM, and the scores in most of the mechanics surpassed this 90%
(RodrigoYanguas and Martin-Moratinos et all, unpublished, in elaboration).</p>
        <p>Currently, TSTM is being validated through a first clinical trial in patients
stabilized on medication following an add-on strategy in a three-arm randomized design
(https://clinicaltrials.gov/ct2/show/NCT04355065). The completion date will be
October/November 2020. The main objective is to test if TSTM can be used as a
cognitive training tool in patients diagnosed with ADHD.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Strengths and limitations</title>
        <p>TSTM is the first VR serious video game developed for the cognitive treatment of
patients with ADHD that includes chess at its very core. TSTM has a solid theoretical
basis and has been validated in a proof of concept before starting the clinical trial.</p>
        <p>In the future, we hope to be able to design more mechanics to achieve more
complete cognitive work and to be able to integrate artificial intelligence to be able to
train from home.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Ethical responsibilities</title>
      <p>We have followed Play Station's recommendations about not using Virtual Reality
glasses for long periods of time on children under 12.</p>
      <p>Protection of people and animals. The authors state that the procedures followed
conformed to the ethical standards of the responsible human experimentation
committee and in accordance with the World Medical Association and the Declaration of
Helsinki.</p>
      <p>Confidentiality of data. The authors state that they followed their centre's protocols
on the publication of patient data.</p>
      <p>Right to privacy and informed consent. The authors have obtained the informed
consent of the patients and/or subjects referred to in the article. This document is in
the possession of the correspondent author.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
    </sec>
    <sec id="sec-7">
      <title>Conflict of interest</title>
      <p>The development of TSTM has been made possible thanks to support from I-PFIS,
CDTI and the material support from Sony Interactive Entertainment.</p>
      <p>In the last two years, Dr. Hilario Blasco-Fontecilla has received lecture fees from
Takeda. He is the recipient of a MINECO grant (RTI2018-101857-B-I00;
20192021). He was the Spanish IP of a clinical trial comparing neurofeedback (Mensia
Koala®) with Medikinet® (www.mensia.com). He has also received funding from a
clinical trial sponsored by Janssen (ESKETINSUI2002). The remaining authors report
no conflict of interest.</p>
    </sec>
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