=Paper= {{Paper |id=Vol-2719/paper20 |storemode=property |title=Virtual reality and chess. A video game for cognitive training in patients with ADHD |pdfUrl=https://ceur-ws.org/Vol-2719/paper20.pdf |volume=Vol-2719 |authors=María Rodrigo-Yanguas,Marina Martín-Moratinos,Carlos González-Tardón,Hilario Blasco-Fontecilla |dblpUrl=https://dblp.org/rec/conf/cosecivi/Rodrigo-Yanguas20 }} ==Virtual reality and chess. A video game for cognitive training in patients with ADHD== https://ceur-ws.org/Vol-2719/paper20.pdf
                                 Virtual Reality and Chess. A Video Game for cognitive
                                            training in patients with ADHD

                                  Rodrigo-Yanguas, M. 1[0000-0001-6118-2395], Martin-Moratinos, M. 1[0000-0003-1328-1369],
                                 Gonzalez-Tardon, C. 2[0000-0001-9433-0577], Blasco-Fontecilla, H. 1, 3, 4, 5[0000-0002-2864-6298],
                             1
                                 Department of Psychiatry, Puerta de Hierro University Hospital-IDIPHIPSA, Maja-
                                                                 dahonda, Spain
                                            2
                                              Tecnocampus - Pompeu Fabra University, Mataro, Spain.
                                 3
                                   Biomedical Research Centre in Mental Health Net (CIBERSAM), Madrid, Spain
                                                 4
                                                   Autonoma University of Madrid, Madrid, Spain
                                                       5
                                                         ITA Mental Health, Madrid, Spain

                                  * Corresponding author to whom reprint requests should be sent: Hilario Blasco-
                                                  Fontecilla, M.D., Ph.D., hmblasco@yahoo.es



                                       Abstract. Objective: The treatment of ADHD is multimodal: Pharmacological,
                                       psychoeducational and psychotherapy, mainly cognitive-behavior therapy. Un-
                                       fortunately, 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 al-
                                       lows a greater immersion of cognitive load and training, adherence and trans-
                                       ference 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 Be-
                                       havioral Inhibition in these patients. TSTM is composed of 6 different mechan-
                                       ics 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. Cur-
                                       rently, TSTM is undergoing its first clinical trial to demonstrate clinical effica-
                                       cy to treat ADHD patients.

                                       Keywords: Video Games, Reality Virtual, Chess, ADHD, cognitive training.




Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
2


1      Introduction

In the last 50 years, the boom of video games as a recreational form is being exponen-
tial. However, it is only recently that they have begun to be used successfully as a
therapeutic tool in mental health [1,2]. One of the main reasons for the success is the
playful character of video games which favours the adherence to the treatment [3,4].
   In particular, serious video games have begun to be used for the treatment of At-
tention Deficit Hyperactivity Disorder (ADHD) [5–8]. ADHD is a neurodevelopmen-
tal pathology with a large genetic component affecting between 4-7% of the entire
worldwide child population [9,10]. ADHD is characterized by inattention, hyperactiv-
ity and impulsivity which is not appropriate to age and should appear in two or more
areas of the subject's life [9]. ADHD is more frequent in males, with a male: female
ratio of 3:1 [11].
   Clinical guidelines recommend multimodal treatment as the first therapeutic op-
tion. 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 [12]. 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.
   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 thera-
peutic 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 execu-
tive functions.
   Chess is an ancestral game based on simple rules but demands a high cognitive
load including attentional processes, executive functions, and memory, among others
[13,14]. Recently, chess has begun to be used as a tool for cognitive stimulation in the
treatment of different mental health disorders [15–18]. In 2009, Demily conducted a
pilot study with a control group of patients with schizophrenia. These patients attend-
ed chess sessions for 10 hours. The results showed how the patients in the chess group
had a significant improvement in their executive functions [15]. 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 con-
trol [16]. 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 [17]. Recently, in 2019 Nakao has published a systematic
review on the benefits of playing board games (chess, go game and shogi) as a thera-
peutic tool for mental disorders [18]. The recent success of chess as a cognitive tool in
mental health is due to its playfulness, adherence and low cost.
On the other hand, VR offers three advantages compared to the use of 2D video
games: [17,18] 1) Immersion in the video game in order to keep the patient's attention
                                                                                                 3


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.

  The aim of TSTM is to create an innovative, more immersive and motivating ther-
apeutic tool for the cognitive treatment of patients diagnosed with ADHD.


2      Methods

2.1    Theoretical basis of TSTM


TSTM is a therapeutic video game based on VR for the cognitive training in patients
with ADHD.

                           Table 1. Description of TSTM features
Features               Focus
Target population      Patients diagnosed with ADHD
Non-presciption        Patients diagnosed with epilepsy
Age                    Over 12 years old
Target player          Individual
Clinical or parental   Clinical support is needed
support is need
Short description on   TSTM aimed at cognitive training of the main deficit areas of pa-
the objective of the   tients with ADHD
TSTM
Cognitive training     Attention, working memory, visuospatial ability, planning, impulse
areas                  control and reasoning.
Theoretical psycho-    Thomas Brown's model of executive functions. Barkley Behavioral
logical models         Inhibition Model.
Behavioral change      Reinforcement by points and progressive level advancement.
procedure
Type of game           Adventures and puzzle
Story of the video-    A kid appears suddenly on a cave and it's greeted by a curious black
game                   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.
Objetive of     the    This is a VR adventure experience toppled with some specifically
videogame              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.
Rules of the video-    Cognitive training (25 minutes) and Exploring the forest (10
           4

           games                 minutes).
           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 rea-
           soning.



                                      Table 2. Game mechanics of TSTM

 Game mechanic (Working área)                Purpose of the mechanics           Images of the game

Smasher (Attention)                  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.




Enigma (Working memory)              For a given time, remember a target
                                     sequence and place it in the correct
                                     order as quickly as possible.




Kuburi (Visuospatial capacity)       Make the default drawing using 3D
                                     cubes formed by 6 different faces




Teka Teki (Planning)                 Get the key to your lock by moving the
                                     walls that are in your way using the
                                     fewest possible movement.
                                                                                                5


Kitsune (Impulse control)           Avoid objects that are in the way by
                                    following the indications that are
                                    shown.




Chess (Reasoning)                   12 chess lessons that increase in
                                    difficulty, from knowing the pieces to
                                    performing checkmate in 1 move.




           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.
              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, con-
                 sisting 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.




                                                Fig. 1. Chess as game

              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 at-
                 tention game "Smasher". The patient must be attentive to the appearance of the
                 "pawn-knight" sequence and then press the X button on the controller.
6




                         Fig. 2. Chess as a central element of the mechanics

    C) 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 to-
       gether with two animals that accompany him.




                        Fig. 3. Chess as a thread in the plot and lore

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     Development of the video game
The video game TSTM has been designed with the joint participation of the Trasla-
tional 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 gamifica-
tion (Carlos Gonzalez-Gardon). In the design and development has participated an
interdisciplinary team formed by a psychiatrist, psychologists, programmers, model-
ers, art, sound and production.
   The initial design of the video game has been modified in an iterative way follow-
ing a User-Centered Model.[19] During the study of the proof of concept and usabil-
ity, 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 im-
provements in the design of the game mechanics adapting it to their needs and prefer-
ences. It also allowed us to correct errors or bugs to have a more polished version for
                                                                                       7


the subsequent clinical trial. This information obtained by the psychologists was
transmitted to the programmers. Many of the improvement suggestions from the pa-
tients were integrated during the development process.

2.3    Videogame software
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 profes-
sional so they can render their own conclusions.


3      Results

The TSTM development and validation process is divided into three stages: 1) Theo-
retical foundation, design and programming stage; 2) Usability stage (Proof of con-
cept); 3) Clinical trial stage (ID: NCT04355065).

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.

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).
8




                           Table 3. Stages in development of TSTM
1. Theoretical founda-     2. Usability (Proof of concept)   3. Clinical trial
tion and programming
Psychological Models=      N= 61 users.                      N= 105 patients over 12 years
Thomas Brown's model       E= Ad hoc Questionnaire (Usa-     old and diagnosed with ADHD.
of executive functions.    bility Satisfaction Scale)        E= Pre-post evaluation. Pa-
Barkley      Behavioral    T= Testing of the video game      tients: (CPT-3, ATENTO, EQ-
Inhibition Model. Chess.   (random game mechanics).          i:YV);     Parents:    (BRIEF,
                           Time= 10-40 min (M= 21.31,        ATENTO y Ad-hoc Question-
Technology= It is de-      SD=6.77)                          naire).
signed in partnership      R= Good acceptance of the         T= Clinical trial, randomized
with Sony Iberia for the   video game by the pa-             with control group. Patients
Playstation 4 systems,     tients. Improvement sugges-       randomized in one of the three
and specifically, to       tions integrated in the design.   groups:
Playstation VR goggles.    No adverse consequences.                    1) Control group
                                                                       2)Therapeutic Chess
                                                                       Group
                                                                       3) TSTM Group
                                                             Time= Cognitive training for
                                                             35 minutes/ 1 time per week,
                                                             for 12 weeks
                                                             R= Pending

                                             N= Number; E=Evaluation; T=Task; R= Results


4      Discussion

4.1    Discussion and future perspectives
The aim of the TSTM video game is to create an innovative therapeutic tool for cog-
nitive 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 concep-
tual frameworks on the main deficits of patients with ADHD: inattention, hyperactivi-
ty, and lack of impulse control, among others [9]. We included VR because, com-
pared to a 2D strategy, provides: greater adherence, engagement and transferability
[17,18]. Chess has been chosen as the main theme given its potential as a cognitive
training tool [15–17] and the possibility of creating many mechanics by combining
the pieces and the chessboard.
   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
                                                                                       9


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% (Rodrigo-
Yanguas and Martin-Moratinos et all, unpublished, in elaboration).
   Currently, TSTM is being validated through a first clinical trial in patients stabi-
lized on medication following an add-on strategy in a three-arm randomized design
(https://clinicaltrials.gov/ct2/show/NCT04355065). The completion date will be Oc-
tober/November 2020. The main objective is to test if TSTM can be used as a cogni-
tive training tool in patients diagnosed with ADHD.


4.2    Strengths and limitations
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.
   In the future, we hope to be able to design more mechanics to achieve more com-
plete cognitive work and to be able to integrate artificial intelligence to be able to
train from home.


Ethical responsibilities

We have followed Play Station's recommendations about not using Virtual Reality
glasses for long periods of time on children under 12.
   Protection of people and animals. The authors state that the procedures followed
conformed to the ethical standards of the responsible human experimentation commit-
tee and in accordance with the World Medical Association and the Declaration of
Helsinki.
   Confidentiality of data. The authors state that they followed their centre's protocols
on the publication of patient data.
   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.


Acknowledgments

The development of TSTM has been made possible thanks to support from I-PFIS,
CDTI and the material support from Sony Interactive Entertainment.


Conflict of interest

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; 2019-
10


2021). 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.




References
 1. Lau H. M., Smit J. H., Fleming T.M., Riper H. Serious Games for Mental Health: Are
    They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis. Front
    Psychiatry;7:209 (2016).
 2. Kokol P, Vošner HB, Završnik J, Vermeulen J, Shohieb S, Peinemann F. Serious Game-
    based Intervention for Children with Developmental Disabilities. Curr Pediatr
    Rev.;16(1):26-32 (2020).
 3. Yuri Quintana, Oscar García. Serious Games for Health. Mejora tu salud jugando. Gedisa;
    (2017).
 4. Jane McGonigal. ¿Por qué los videojuegos pueden mejorar tu vida y cambiar el mundo?
    Siglo Veintiuno Editores Argentina S.A.; (2013).
 5. Rajabi S, Pakize A, Moradi N. Effect of combined neurofeedback and game-based cogni-
    tive training on the treatment of ADHD: A randomized controlled study. Appl Neuropsy-
    chol Child. 8 de febrero de 2019;1-13 (2019).
 6. Flynn RM, Colón-Acosta N, Zhou J, Bower J. A Game-Based Repeated Assessment for
    Cognitive Monitoring: Initial Usability and Adherence Study in a Summer Camp Setting. J
    Autism Dev Disord. mayo de 2019;49(5):2003-14. (2019)
 7. García-Redondo P, García T, Areces D, Núñez JC, Rodríguez C. Serious Games and Their
    Effect Improving Attention in Students with Learning Disabilities. Int J Environ Res Pub-
    lic Health. 11 de julio de 2019;16(14). (2019)
 8. Bikic A, Christensen TØ, Leckman JF, Bilenberg N, Dalsgaard S. A double-blind random-
    ized pilot trial comparing computerized cognitive exercises to Tetris in adolescents with
    attention-deficit/hyperactivity disorder. Nord J Psychiatry. agosto de 2017;71(6):455-64.
    (2017)
 9. American Psychiatric Association (APA). Diagnostic and statistical manual of mental dis-
    orders. DSM-5. Washington, D.C.: American Psychiatric Association. Washington, DC:
    American Psychiatric Association.: (2013).
10. Thomas R, Sanders S, Doust J, Beller E, Glasziou P. Prevalence of attention-
    deficit/hyperactivity disorder: a systematic review and meta-analysis. Pediatrics. abril de
    2015;135(4):e994-1001 (2005).
11. Biederman J, Faraone SV, Monuteaux MC, Bober M, Cadogen E. Gender effects on atten-
    tion-deficit/hyperactivity disorder in adults, revisited. Biol Psychiatry. 1 de abril de
    2004;55(7):692-700 (2004).
12. Dalrymple RA, McKenna Maxwell L, Russell S, Duthie J. NICE guideline review: Atten-
    tion deficit hyperactivity disorder: diagnosis and management (NG87). Arch Dis Child
    Educ Pract Ed. 27 de noviembre de 2019;
13. Song L, Peng Q, Liu S, Wang J. Changed hub and functional connectivity patterns of the
    posterior fusiform gyrus in chess experts. Brain Imaging Behav. junio de 2020;14(3):797-
    805 (2020).
                                                                                         11

14. Langner R, Eickhoff SB, Bilalić M. A network view on brain regions involved in experts’
    object and pattern recognition: Implications for the neural mechanisms of skilled visual
    perception. Brain Cogn. 2019;131:74-86 (2019).
15. Demily C, Cavézian C, Desmurget M, Berquand-Merle M, Chambon V, Franck N. The
    game of chess enhances cognitive abilities in schizophrenia. Schizophrenia Research.
    enero de 2009;107(1):112-3 (2009).
16. Gonçalves PD, Ometto M, Bechara A, Malbergier A, Amaral R, Nicastri S, et al. Motiva-
    tional Interviewing combined with chess accelerates improvement in executive functions
    in cocaine dependent patients: A one-month prospective study. Drug and Alcohol Depend-
    ence. 1 de agosto de 2014;141:79-84 (2014).
17. Blasco-Fontecilla H, Gonzalez-Perez M, Garcia-Lopez R, Poza-Cano B, Perez-Moreno
    MR, de Leon-Martinez V, et al. Efficacy of chess training for the treatment of ADHD: A
    prospective, open label study. Rev Psiquiatr Salud Ment. marzo de 2016;9(1):13-21
    (2016).
18. Nakao M. Special series on «effects of board games on health education and promotion»
    board games as a promising tool for health promotion: a review of recent literature. Bi-
    opsychosoc Med. 2019;13:5 (2019).
19. Fullerton T. Game Design Workshop, 3rd Edition: A Playcentric Approach to Creating In-
    novative Games.AK Peters/CRC Press (2014).