<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Serious Games for ADHD: a narrative review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alessandro Aloisio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giancarlo Marzano</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Riccardo Bonanni</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mariacarla Ricci</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of International Humanities and Social Sciences, Rome University of International Studies</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Fondazione Italiana dei Disordini dello Sviluppo - FINDS</institution>
          ,
          <addr-line>Via Aniello Falcone, 394, Napoli 80127</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Walk-On Società Cooperativa Sociale</institution>
          ,
          <addr-line>Via Aniello Falcone, 394, Napoli, 80127(</addr-line>
          <country country="IT">Italy)</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This article provides an overview of Attention Deficit Hyperactivity Disorder (ADHD) and the effectiveness of Serious Games for ADHD (SGADs) as an intervention. ADHD is primarily characterized by reduced attention and impulsivity, which significantly hinder normal development in children. These core symptoms can affect various aspects of a child's life, including academic performance, social interactions, and overall well-being. Literature data indicate that ADHD is highly prevalent among children, affecting millions globally, and SGADs are emerging as a promising and effect ive intervention. The interactive and engaging nature of these games offers a novel approach to managing ADHD symptoms, making treatment more appealing to children who may otherwise resist traditional therapies.In this article, a literature review will be presented on SGADs, focusing specifically on potential video games and platforms useful for the diagnosis and treatment of ADHD in children. The review will examine various studies and clinical trials that have explored the efficacy of SGADs, highlighting how these games leverage technology to provide real-time feedback, personalized treatment, and engaging experiences. By analyzing different video games and platforms, the review aims to identify key features that make these tools effective for ADHD intervention. This includes the use of brain -computer interfaces, motion sensors, and adaptive learning algorithms that adjust the game's difficulty based on the child's performance, thereby maintaining an optimal level of challenge and engagement.Finally, there is a discussion with potential suggestions for future research directions based on the current state of SGADs. This discussion will explore gaps in the existing literature, such as the need for long -term studies to assess the sustained impact of SGADs on ADHD symptoms. It will also consider the potential for developing new game -based interventions that target specific cognitive and behavioral aspects of ADHD. Suggestions for future research may include the integration of advanced technologies like virtual reality and augmented reality to create more immersive and interactive therapeutic environments. Additionally, the discussion will address the importance of tailoring these interventions to the individual needs of children, considering factors such as age, gender, and the severity of symptoms. By proposing these directions, the article aims to pave the way for more comprehensive and effective solutions for managing ADHD through serious games.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;ADHD</kwd>
        <kwd>serious games</kwd>
        <kwd>systematic review</kwd>
        <kwd>diagnosis</kwd>
        <kwd>treatment</kwd>
        <kwd>1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Attention Deficit Hyperactivity Disorder (ADHD)</title>
      <p>
        Attention Deficit Hyperactivity Disorder (ADHD), also known as hyperactivity, is primarily
characterized by symptoms related to inattention, impulsivity, and hyperactivity. The prevalence of
ADHD generally stands at around 7.2%, although this may vary depending on different diagnostic
criteria [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. ADHD is more prevalent in boys than girls, indicating that many children experience
this condition [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Children with ADHD struggle to focus, maintain attention, and resist distractions
due to attention deficits. Additionally, the hyperactivity disorder contributes to poor inhibition,
leading to challenges in emotion and behavior management, increasing the likelihood of
impulsivity. ADHD symptoms create significant disadvantages in children's daily lives, negatively
impacting academic performance, limited concentration in class, and a heightened risk of school
dropout [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Furthermore, obstacles in language expression and reading comprehension often
manifest, posing detrimental aspects to their normal growth [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. Other difficulties may arise in
social relationships, as children may exhibit extreme behaviors such as conflicts with family and
friends, and they may be more predisposed to developing other mental conditions, including
oppositional defiant disorder and depression [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        The traditional approach to ADHD treatment through medication can lead to dependence and
generate side effects [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. A new approach to ADHD treatment is provided by emerging
technologies: serious games, designed to blend entertainment and education, offering various
technological solutions and intervention methods [48].
      </p>
      <p>
        In literature, with reference to Serious Games for ADHD (SGAD), games on consoles, computers,
and mobile devices have been explored. Somatosensory technology in console games facilitates
physical interaction, making exercise enjoyable for ADHD patients. Computer games, focused on
therapy, utilize Brain-Computer Interface (BCI) technology to detect EEG and facilitate attention
training. Sung has proposed a simplified framework for developing BCI-based serious games [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. A
systematic review conducted by Zung et al. (2021) explores the crucial role of serious games in the
diagnosis and treatment of ADHD, recognizing them as a fundamental resource for managing the
condition and offering a promising perspective for addressing the disorder. While structured
questionnaires and interviews are commonly used for patient assessment, these methods can be
influenced by subjective opinions, compromising the reliability of the diagnosis [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In hospital
settings, children with ADHD may struggle to naturally exhibit symptoms, complicating diagnosis.
Serious games address this challenge by involving users in an immersive environment, using
interactive technology and multisensory experiences to enhance the effectiveness of assessment
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In this sense, gamified assessment facilitates participant engagement, reducing energy
expenditure and dropout rates during the process, proving more appealing than traditional methods
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Particularly in the treatment of ADHD with serious games, improvements are observed in the
development of daily and social skills, as well as in attention and impulse management. The use of
serious games as a complementary tool not only alleviates symptoms but also enhances executive
functions and provides cognitive training [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Serious games and ADHD</title>
      <p>
        Serious games, defined as games with purposes beyond mere entertainment, have achieved notable
success in fields such as the military, education, and medicine due to their educational effectiveness
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The constant stimulation and timely feedback provided by video games enable children with
ADHD to sustain attention for longer periods during play [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The therapeutic journey through
serious games allows ADHD patients to actively participate in the treatment process, completing
the educational path smoothly and efficiently. Video games create an engaging environment,
presenting stimulating challenges that significantly amplify players' enthusiasm [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In terms of
diagnosis and treatment, the systematic review conducted by Zheng et al. (2021) on Serious Games
for ADHD (SGAD) thoroughly examined the gaming mechanism and operational methods of each
game, providing an overview of the specific outcomes that such games can achieve. For instance,
console games allow for more natural interaction, enabling players to operate through body
movements rather than just buttons [48]. Some studies in the literature demonstrate that the use of
SGAD can increase the enthusiasm of children with ADHD to participate in treatment and improve
the effectiveness of executive function training [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Chuang's study on the effect of Wii console
games on children with ADHD highlighted an increase in fun and attention during gameplay.
Children with ADHD find SGAD to be an effective way to train specific deficits in executive
functions [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Benzing's experiment on the use of Shape UP and Beatmaster Training Quest, via the
Microsoft Xbox console, demonstrated that exercise games contribute to improving executive
function deficits, and more importantly, reduce inhibition and enhance readiness in patients with
ADHD [18]. Significant improvements in attention and daily skills in children with ADHD have
also been demonstrated by computer games. Specifically, a correlation between attention levels and
brain waves has been shown in the literature; in this regard, Brain -Computer Interface (BCI)
technology has been introduced in computer-based SGAD, allowing direct communication between
the brain and the computer. The EEG apparatus collects brain signals, integrating them directly into
computer activity and eliminating the need for traditional input devices such as a mouse or
keyboard [19]. A study conducted on children with ADHD confirmed the effectiveness of
neurofeedback in mitigating ADHD symptoms. Through the use of BCI devices, neurofeedback
monitors brain activities during video games, providing instant feedback and facilitating the
improvement of brain waves [20, 21, 22]. A meta-analysis demonstrated that various factors, such as
the depth of treatment, assessment reports, and the EEG equipment used, have been identified as
variables that can influence the effectiveness of neurofeedback therapy [23]. With the advancement
of technology, virtual reality has also made significant contributions in this field. Serious games
based on this technology can create an engaging environment, facilitating the transfer of learned
skills from training to real-life situations. Through a controllable reality environment, cognitive
exercises and timely feedback are offered, contributing to the improvement of ADHD symptoms,
enhancing players' responsiveness and sensitivity during gameplay, and facilitating proper
integration into the training environment [24, 25] (see Table 1).
      </p>
      <sec id="sec-2-1">
        <title>Provide constant stimulation and timely feedback, helping children with ADHD maintain attention for longer periods.</title>
        <sec id="sec-2-1-1">
          <title>Therapeutic participation</title>
        </sec>
        <sec id="sec-2-1-2">
          <title>Engagement and challenges</title>
        </sec>
        <sec id="sec-2-1-3">
          <title>Diagnosis and treatment</title>
        </sec>
        <sec id="sec-2-1-4">
          <title>Effectiveness</title>
        </sec>
        <sec id="sec-2-1-5">
          <title>Wii console</title>
        </sec>
        <sec id="sec-2-1-6">
          <title>Xbox (Shape UP and Beatmaster)</title>
        </sec>
        <sec id="sec-2-1-7">
          <title>Computer games</title>
        </sec>
        <sec id="sec-2-1-8">
          <title>Brain-Computer</title>
        </sec>
        <sec id="sec-2-1-9">
          <title>Interface (BCI)</title>
        </sec>
        <sec id="sec-2-1-10">
          <title>Effectiveness variables</title>
        </sec>
        <sec id="sec-2-1-11">
          <title>Virtual Reality (VR)</title>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Serious games allow ADHD patients to actively participate in the</title>
        <p>treatment process, completing the educational path smoothly and
efficiently.</p>
        <p>Create an engaging environment with stimulating challenges,
significantly increasing players' enthusiasm.</p>
      </sec>
      <sec id="sec-2-3">
        <title>Zheng et al. (2021) examined the gaming mechanisms and operational methods of Serious Games for ADHD (SGAD). Console games allow for natural interaction through body movements.</title>
      </sec>
      <sec id="sec-2-4">
        <title>Studies show that SGAD can increase the enthusiasm of children with ADHD for treatment and improve executive function training.</title>
      </sec>
      <sec id="sec-2-5">
        <title>Chuang's study highlights an increase in fun and attention in children with ADHD during gameplay.</title>
      </sec>
      <sec id="sec-2-6">
        <title>Benzing's experiment demonstrates that exercise games improve executive function deficits, reduce inhibition, and enhance readiness in patients with ADHD.</title>
      </sec>
      <sec id="sec-2-7">
        <title>Improve attention and daily skills in children with ADHD, correlating attention levels with brain waves.</title>
      </sec>
      <sec id="sec-2-8">
        <title>BCI technology allows direct communication between the brain and computer, using EEG to integrate brain signals into computer activity.Studies confirm the effectiveness of neurofeedback in mitigating ADHD symptoms.</title>
      </sec>
      <sec id="sec-2-9">
        <title>Treatment depth, assessment reports, and EEG equipment can influence the effectiveness of neurofeedback therapy.</title>
      </sec>
      <sec id="sec-2-10">
        <title>Serious games based on VR create an engaging environment that facilitates the transfer of learned skills to real-life situations, improving</title>
      </sec>
      <sec id="sec-2-11">
        <title>ADHD symptoms and integration into the training environment.</title>
        <p>2.1 Serious Games: A tool for diagnosing ADHD
The systematic research conducted by Peñuelas-Calvo has clearly demonstrated the effectiveness of
assessment tools based on video games. These innovative tools have shown a remarkable ability to
successfully discriminate cases of ADHD from control groups, providing a reliable method for
distinguishing between different subtypes of ADHD. This precision in diagnosis is critical, as it
allows for more tailored and effective treatment plans. Additionally, video game-based therapies
have been positively received and proven effective in improving cognitive functions and reducing
ADHD symptoms [26]. This positive reception is crucial as it indicates that both children and their
caregivers find these therapies engaging and beneficial, enhancing adherence to treatment
protocols.</p>
        <p>Gamifying the diagnostic process can make it less monotonous and more engaging and objective
since the outcome is based on the children's performance in the game [48]. By transforming what is
typically a tedious process into an enjoyable experience, children are more likely to participate
willingly and perform to the best of their abilities. This approach also reduces the potential f or bias,
as the diagnostic outcomes are grounded in the objective measurement of performance metrics
within the game environment.</p>
        <p>In this regard, Supermarket is an example of a game that uses data mining algorithms to
categorize data from children with ADHD and accurately distinguish between children with ADHD
and those without ADHD [27]. This game leverages sophisticated data analysis techniques to parse
through extensive datasets, identifying patterns and anomalies that correlate with ADHD. The use
of data mining algorithms enhances the accuracy of the diagnosis, ensuring that the assessment is
both comprehensive and precise.</p>
        <p>Another example is the video game developed by Khaleghi [28] for the diagnosis and assessment
of ADHD, based on the DSM-IV as a refe rence diagnostic criterion. In this context, the diagnosis
result depends on the analysis of the number of mouse clicks on irrelevant responses, choices made,
and the time taken by players. This method provides a detailed behavioral profile of the player,
highlighting impulsivity, attention to detail, and decision-making processes, which are critical
markers of ADHD.</p>
        <p>To assess executive functions, Timo's Adventure has been experimented with, a system
composed of six small games with different functions, each aimed at improving specific deficits in
executive function. The presence of ADHD is identified based on executive function deficiencies
highlighted during gameplay [29]. This multi-faceted approach ensures a comprehensive
assessment of various cognitive domains, allowing for a nuanced understanding of the child’s
executive functioning.</p>
        <p>In this context, there are also Serious Games for ADHD (SGAD) based on mobile devices, with
an example being the mobile application developed by Nayra that integrates pre- diagnosis and
treatment functions for ADHD [30]. The convenience and accessibility of mobile applications make
them an excellent tool for ongoing assessment and treatment, providing continuous support and
monitoring outside the clinical setting.</p>
        <p>Serious games based on brain-computer interaction technologies and virtual reality are
employed for ADHD diagnosis [31, 32, 33]. These advanced technologies create immersive
environments that engage multiple senses and cognitive functions, providing a rich dataset fo r
assessment. An example is an interactive video game that utilizes Kinect technology to identify
player actions, concluding the ADHD diagnosis by evaluating attention. This game allows the
player to control the gaming experience through body movement, and attention level is assessed
based on variables measured during interaction in the game [34]. The use of Kinect technology
enables a natural and intuitive interaction with the game, making the diagnostic process seamless
and less intrusive. The attention level is inferred from various metrics such as reaction times,
accuracy, and movement patterns, offering a holistic view of the child's attentional capabilities.</p>
        <p>By integrating these diverse technologies and methodologies, serious games provide a
multifaceted approach to diagnosing and treating ADHD. This approach not only makes the
diagnostic process more engaging for children but also enhances the accuracy and effectiveness of
the treatment. As these technologies continue to evolve, they hold the potential to revolutionize the
way ADHD is diagnosed and managed, offering new avenues for research and innovation in this
field.
2.2 Serious Games: A tool for treating ADHD
The treatment of ADHD through serious games presents itself as a promising perspective,
addressing the shortcomings of other therapeutic modalities. Unlike traditional methods that may
rely heavily on medication or static forms of therapy, serious games provide dynamic, engaging,
and interactive ways to manage ADHD symptoms. By offering a more stimulating environment,
they cater to the need for constant engagement and immediate feedback, which are crucial for
individuals with ADHD. Through the combined use of various human -computer interaction
technologies, the range of interactive experiences is amplified, thereby contributing to improving
treatment effectiveness [48]. These technologies, including motion sensors, virtual reality, and
adaptive learning algorithms, create immersive experiences that keep the user engaged and
motivated. As a result, the therapeutic process becomes more enjoyable and potentially more
effective.</p>
        <p>Serious games based on brain-computer interface (BCI) are progressively contributing to ADHD
treatment, aiming to enhance attention. By integrating EEG devices into the gameplay, these games
provide real-time feedback on the player's brain activity, enabling them to adjust their actions based
on their current mental state. Through the use of EEG devices, they provide real -time feedback
during the gaming experience (via displays or sounds) [35]. This immediate feedback loop helps
players become more aware of their attention levels and learn how to modulate them effectively.
The continuous monitoring and adjustment can lead to better self-regulation and improved focus
over time.</p>
        <p>Algorithms, such as frequency analysis, are employed, and some titles incorporate fractal
dimension models [36, 37]. These advanced computational techniques allow for a detailed analysis
of brainwave patterns, enabling the games to adapt in real-time to the player's cognitive state. For
example, in "armis" [38], players use the keyboard to control characters and monitor their brain
state through a wireless EEG device. This visual experience allows them to assess the level of
attention and regulate it according to the game's requirements. By visualizing their brain activity,
players can see the direct impact of their concentration and adjust their strategies accordingly,
leading to more effective training sessions.</p>
        <p>In another example, a BCI-based video game, set in a 3D virtual classroom, aims to train the
player's attention, seeking to transfer the effects of training from simulated situations in games to
reality [39]. This simulation of a classroom environment helps players practice focusing in a setting
that closely resembles their real-life experiences. By training in such a realistic scenario, players can
better apply the skills they develop during gameplay to their daily lives, potentially improving their
performance in actual classroom settings.</p>
        <p>To exercise attention, patients with ADHD can leverage different types of video games. These
games are designed with specific objectives and mechanics that target various cognitive functions.
For instance, "Plan it Commander" is a typical serious game that, through three micro games,
enhances time management, organizational skills, and social competencies in children with ADHD,
demonstrating its utility in rehabilitation [40, 41]. By breaking down complex tasks into smaller,
manageable mini-games, "Plan it Commander" makes learning new skills fun and accessible. Each
micro game focuses on a different aspect of executive function, ensuring a comprehensive approach
to skill development.</p>
        <p>Other games like "Braingame Brian" and "Antonyms" aim to improve attention and execu tive
function, contributing to the voluntary engagement of patients in treatment [42, 43]. These games
use a variety of techniques to capture and maintain the player's interest, such as rewarding progress
and offering increasingly challenging tasks. This not only helps improve cognitive functions but
also encourages children to participate actively in their treatment.</p>
        <p>In relation to executive functions, Wro’nska has developed a serious game to improve reading
comprehension related to memory [44]. This game targets specific aspects of cognitive function that
are often challenging for individuals with ADHD. By focusing on reading comprehension and
memory, it helps players develop essential skills that are crucial for academic success.</p>
        <p>Additionally, "The Secret Track of the Moon" offers a realistic chess-based gaming experience
and uses virtual reality to provide cognitive training to patients with ADHD [45]. By combining the
strategic elements of chess with the immersive nature of virtual reality, this game pro vides a unique
and engaging way to train cognitive functions. Players can practice critical thinking, problem
solving, and planning in a highly interactive environment.</p>
        <p>Finally, among the most innovative therapeutic approaches for children with ADHD, strategies
aimed at reducing stress and promoting emotional regulation through breathing exercises proposed
by "Chillfish" using LEGO respiratory sensors emerge [46]. These exercises help children learn how
to manage their stress and emotions, which can be particularly beneficial for those with ADHD. By
integrating these exercises into a playful and familiar context, "Chillfish" makes it easier for
children to adopt these techniques.</p>
        <p>To improve attention and inhibit impulses, "ADDventurous Rhythmical Planet" uses musical
rhythm, also fostering cooperation between children with ADHD and other players [47]. The use of
music and rhythm in this game helps children develop better self-control and timing, while the
cooperative gameplay encourages social interaction and teamwork. This multifaceted approach
addresses both cognitive and social aspects of ADHD, providing a holistic treatment experience.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusion</title>
      <p>In conclusion, based on the meta-analyses examined, there appears to be a particular effectiveness
of Serious Games in the treatment of ADHD. These analyses suggest that serious games offer a
unique advantage over traditional methods by making the diagnosis and treatment process more
engaging for children. This engagement is crucial as it can significantly reduce A DHD symptoms,
thereby enhancing the overall quality of life for these children. The interactive and immersive
nature of serious games captivates children’s attention, which is often a challenge in conventional
therapy settings.</p>
      <p>The use of various technologies, such as EEG detection and human -computer interaction, allows for
accurate assessment and adaptation of treatment to the specific needs of patients. EEG detection
enables real-time monitoring of brain activity, providing immediate feedback that helps tailor the
gaming experience to the player's current cognitive state. This precise feedback mechanism ensures
that the treatment is continually adjusted to meet the evolving needs of the patient, leading to more
effective outcomes. Human-computer interaction technologies, such as motion sensors and adaptive
algorithms, further enhance the customization of these games, ensuring that each child receives a
personalized therapeutic experience.</p>
      <p>These games play a significant role in supporting children with ADHD in enhancing attention,
improving executive functions, and strengthening social communication skills. By providing
structured yet flexible environments, serious games help children practice and develop crucial
cognitive skills in a fun and motivating way. Enhancing attention through engaging gameplay helps
children stay focused on tasks for longer periods, a skill that can translate to better performance in
academic and daily activities. Improving executive functions, such as planning, organization, and
impulse control, prepares children to handle complex tasks more effectively. Furthermore, the social
aspects of many serious games encourage children to interact with peers, fostering better
communication and teamwork skills, which are vital for their social development.
However, they are not without critical aspects, such as the risk of video game addiction and the
need to customize approaches based on the individual characteristics of patients [48, 49, 50]. The
engaging nature of serious games, while beneficial, also poses the risk of excessive use or addiction,
which could negate the positive effects of the treatment. It is essential for caregivers and therapists
to monitor usage and ensure a balanced approach to gaming. Additionally, the effectiveness of
serious games can vary significantly based on individual differences among patients. Factors such as
age, severity of symptoms, and personal interests must be considered when designing and
implementing these games to maximize their therapeutic potential.</p>
      <p>Finally, possible future directions for research on this topic are suggested. Future studies could
explore the long-term effects of serious games on ADHD symptoms to determine their
sustainability and potential for integration into standard treatment protocols. Research could also
investigate the development of new technologies and game mechanics that further enhance the
therapeutic benefits of serious games. Additionally, studies focusing on the prevention of video
game addiction and the creation of guidelines for safe and effective use are essential to ensure the
responsible implementation of these tools in clinical practice. By addressing these areas, the field
can continue to evolve, offering innovative and effective solutions for managing ADHD.
[18] Valentin Benzing and Mirko Schmidt. The effect of exergaming on executive functions in
children with adhd: A randomized clinical trial. Scandinavian journal of medicine &amp; science in
sports, 29(8):1243–1253,2019.
[19] Ji Yun Kim and Jae Hwan Bae. A study on serious game technology based on bci for adhd
treatment. Advanced Science and Technology Letters, 46:208–11, 2014.
[20] Qiang Wang, Olga Sourina, and Minh Khoa Nguyen. Eeg-based” serious” games design for
medical applications. In 2010 International Conference on Cyberworlds, pages 270–276. IEEE,
2010.
[21] MaiteFrutos-Pascual, Bego˜na Garcia Zapirain, and Kattalin Camara Buldian. Adaptive
cognitive rehabilitation interventions based on serious games for children with adhd using
biofeedback techniques: assessment and evaluation. In Proceedings of the 8th International
Conference on Pervasive Computing Technologies for Healthcare, pages 321–324, 2014.
[22] Holger Gevensleben, Birgit Holl, Bj¨orn Albrecht, Claudia Vogel, Dieter Schlamp, Oliver Kratz,
Petra Studer, Aribert Rothenberger, Gunther H Moll, and Hartmut Heinrich. Is neurofeedback
an efficacious treatment for adhd? a randomised controlled clinical trial. Journal of Child
Psychology and Psychiatry, 50(7):780–789, 2009.
[23] Aurore Bussalb, Marco Congedo, Quentin Barth´elemy, David Ojeda, Eric Acquaviva, Richard
Delorme, and Louis Mayaud. Clinical and experimental factors influencing the efficacy of
neurofeedback in adhd:a meta-analysis. Frontiers in psychiatry, 10:35, 2019.
[24] Pedro J Rosa, Carla Sousa, Bruno Faustino, Fernando Feiteira, Jorge Oliveira, Paulo Lopes,
Pedro Gamito, and Diogo Morais. The effect of virtual reality-based serious games in cognitive
interventions: a metaanalysis study. In Proceedings of the 4th Workshop on ICTs for
improving Patients Rehabilitation Research Techniques, pages 113–116, 2016.
[25] Saad Alqithami. Modeling an ar serious game to increase attention of adhd patients. In 2020
IEEE 44th Annual Computers, Software, and Applications Conference (COMPSAC), pages
1379–1384. IEEE, 2020.
[26] Inmaculada Peñuelas-Calvo, LinKe Jiang-Lin, Braulio Girela-Serrano, David Delgado-Gomez,
Rocio Navarro-Jimenez, Enrique Baca-Garcia, and Alejandro Porras-Segovia. (2022). Video
games for the assessment and treatment of attention-deficit/hyperactivity disorder: A
systematic review. European Child &amp; Adolescent Psychiatry, pages 1–16.
[27] Fabio EG Santos, Angela PZ Bastos, Leila CV Andrade, Kate Revoredo, and Paulo Mattos.</p>
      <p>Assessment of adhd through a computer game: an experiment with a sample of students. In
2011 Third International Conference on Games and Virtual Worlds for Serious Applications,
pages 104–111. IEEE, 2011.
[28] Ali Khaleghi and Fatemeh Heydari. An approach to diagnose cognitive deficits: gamifying adhd
children diagnosis questionnaire.
[29] Maura Crepaldi, Vera Colombo, Stefano Mottura, Davide Baldassini, Marco Sacco, Alessandro
Antonietti, et al. Antonyms: a computer game to improve inhibitory control of impulsivity in
children with attention deficit/hyperactivity disorder (adhd). Information, 11(4):230, 2020.
[30] Nayra Rodríguez-Pérez, Pino Caballero-Gil, Alexandra Rivero-García, and Josué Toledo-Castro.</p>
      <p>A secure mhealth application for attention deficit and hyperactivity disorder. Expert Systems,
37(1):e12431, 2020.
[31] Alaa EddinAlchalcabi, Amer Nour Eddin, and Shervin Shirmohammadi. More attention, less
deficit: Wearable eeg-based serious game for focus improvement. In 2017 IEEE 5th
international conference on serious games and applications for health (SeGAH), pages 1–8.</p>
      <p>IEEE, 2017.
[32] Alaa EddinAlchalabi, Shervin Shirmohammadi, Amer Nour Eddin, and Mohamed Elsharnouby.</p>
      <p>Focus: Detecting adhd patients by an eeg-based serious game. IEEE Transactions on
Instrumentation and Measurement, 67(7):1512–1520, 2018.
[33] Alaa EddinAlchalabi, Mohamed Elsharnouby, Shervin Shirmohammadi, and Amer Nour Eddin.</p>
      <p>Feasibility of detecting adhd patients’ attention levels by classifying their eeg signals. In 2017
IEEE International Symposium on Medical Measurements and Applications (MeMeA), pages
314–319. IEEE, 2017.
[34] Chang Hyun Roh and Wan Bok Lee. A study of the attention measurement variables of a
serious game as a treatment for adhd. Wireless personal communications, 79(4):2485–2498,
2014.
[35] Qiang Wang, Olga Sourina, and Minh Khoa Nguyen. Fractal dimension based neurofeedback in
serious games. The Visual Computer, 27(4):299–309, 2011.
[36] Qiang Wang, Olga Sourina, and Minh Khoa Nguyen. Eeg-based” serious” games design for
medical applications. In 2010 International Conference on Cyberworlds, pages 270–276. IEEE,
2010.
[37] Olga Sourina, Qiang Wang, Yisi Liu, and Minh Khoa Nguyen. A realtime fractal-based brain
state recognition from eeg and its applications. In Biosignals, pages 82–90, 2011.
[38] Yasuyuki Ochi, TassaneewanLaksanasopin, BoonsermKaewkamnerdpong, and
KejkaewThanasuan. Neurofeedback game for attention training in adults. In 2017 10th
Biomedical Engineering International Conference (BMEiCON), pages 1–5. IEEE, 2017.
[39] Abdulla Ali and SadasivanPuthusserypady. A 3d learning playground for potential attention
training in adhd: A brain computer interface approach. In 2015 37th Annual International
Conference of the IEEE Engineering in Medicine and Biology Society (EMB C), pages 67–70.</p>
      <p>IEEE, 2015.
[40] Kim CM Bul, Ingmar HA Franken, Saskia Van der Oord, Pamela M Kato, Marina Danckaerts,
Leonie J Vreeke, Annik Willems, Helga JJ Van Oers, Ria Van den Heuvel, Rens Van Slagmaat, et
al. Developmen and user satisfaction of “plan-it commander,” a serious game for children with
adhd. Games for health journal, 4(6):502–512, 2015.
[41] Kim CM Bul, Pamela M Kato, Saskia Van der Oord, Marina Danckaerts, Leonie J Vreeke, Annik
Willems, Helga Jj Van Oers, Ria Van Den Heuvel, DerkBirnie, Th´er`ese AMJ Van Amelsvoort,
et al. Behavioral outcome effects of serious gaming as an adjunct to treatment for children with
attention-deficit/hyperactivity disorder: a randomized controlled trial. Journal of medical
Internet research, 18(2):e26, 2016.
[42] Pier JM Prins, Esther Ten Brink, Sebastiaan Dovis, Albert Ponsioen, Hilde M Geurts, Marieke
De Vries, and Saskia Van Der Oord. “braingamebrian”: toward an executive function training
program with game elements for children with adhd and cognitive control problems. GAMES
FOR HEALTH: Research, Development, and Clinical Applications, 2(1):44–49, 2013.
[43] Maura Crepaldi, Vera Colombo, Davide Baldassini, Stefano Mottura, and Alessandro
Antonietti. Supporting rehabilitation of adhd children with serious games and enhancement of
inhibition mechanisms. In International Conference on Virtual Reality and Augmented Reality,
pages 167–181. Springer, 2017.
[44] Natalia Wro´nska, Begonya Garcia-Zapirain, and Amaia Mendez-Zorrilla. An ipad-based tool
for improving the skills of children with attention deficit disorder. International journal of
environmental research and public health, 12(6):6261–6280, 2015.
[45] MD Fontecilla. Virtual reality and chess. a video game for cognitive training in patients with
adhd. 2020.
[46] Marina Giannaraki, Nektarios Moumoutzis, Elias Kourkoutas, and Katerina Mania.</p>
      <p>Addventurous rhythmical planet: A 3d rhythm-based serious game for social skills
development of children with adhd. In Interactive Mobile Communication, Technologies and
Learning, pages 582–593. Springer, 2019.
[47] Marina Giannaraki, Nektarios Moumoutzis, John Papatzanis, Elias Kourkoutas, and Katerina
Mania. A 3d serious game for improving social skills of children with adhd via multimodal
rhythm-centric exercises.
[48] Zheng, Y., Li, R., Li, S., Zhang, Y., Yang, S., &amp; Ning, H. (2021). A review on serious games for</p>
      <p>ADHD. arXiv preprint arXiv:2105.02970.
[49] Ciotola, S., Esposito, C., Cerciello, F., &amp; Bosco, A. (2022). Effects of virtual reality on theory of
mind in children with ADHD.
[50] Frolli, A., Cerciello, F., Esposito, C., Ricci, M. C., Laccone, R. P., &amp; Bisogni, F. (2023). Universal
Design for Learning for Children with ADHD. Children (Basel, Switzerland), 10(8), 1350.
https://doi.org/10.3390/children10081350</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>Rae</given-names>
            <surname>Thomas</surname>
          </string-name>
          ,
          <string-name>
            <given-names>Sharon</given-names>
            <surname>Sanders</surname>
          </string-name>
          , Jenny Doust,
          <article-title>Elaine Beller, and PaulGlasziou. Prevalence of attention-deficit/hyperactivity disorder: a systematicreview and meta-analysis</article-title>
          .
          <source>Pediatrics</source>
          ,
          <volume>135</volume>
          (
          <issue>4</issue>
          ):
          <fpage>e994</fpage>
          -
          <lpage>e1001</lpage>
          ,
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <surname>Susan</surname>
            <given-names>M</given-names>
          </string-name>
          <string-name>
            <surname>Campbell.</surname>
          </string-name>
          Attention-deficit/hyperactivity disorder: A developmentalview.
          <year>2000</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <surname>Irene</surname>
            <given-names>M</given-names>
          </string-name>
          <string-name>
            <surname>Loe and Heidi M Feldman.</surname>
          </string-name>
          <article-title>Academic and educational outcomesof children with adhd</article-title>
          .
          <source>Journal of pediatric psychology</source>
          ,
          <volume>32</volume>
          (
          <issue>6</issue>
          ):
          <fpage>643</fpage>
          -
          <lpage>654</lpage>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>Michiel</given-names>
            <surname>Lambalgen</surname>
          </string-name>
          , Claudia Kruistum, and
          <string-name>
            <given-names>Esther</given-names>
            <surname>Parigger</surname>
          </string-name>
          .
          <article-title>Discourseprocessing in attentiondeficit hyperactivity disorder</article-title>
          .
          <year>2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>Esther</given-names>
            <surname>Adi-Japha</surname>
          </string-name>
          , Yael E Landau, Lior Frenkel, Mina Teicher,
          <string-name>
            <surname>VardaGross-Tsur</surname>
          </string-name>
          ,
          <article-title>and Ruth S Shalev. Adhd and dysgraphia: underlyingmechanisms</article-title>
          . Cortex,
          <volume>43</volume>
          (
          <issue>6</issue>
          ):
          <fpage>700</fpage>
          -
          <lpage>709</lpage>
          ,
          <year>2007</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>KouichiYoshimasu</surname>
          </string-name>
          , William J Barbaresi, Robert C Colligan,
          <string-name>
            <surname>Robert</surname>
            <given-names>GVoigt</given-names>
          </string-name>
          , Jill M Killian, Amy L Weaver,
          <article-title>and Slavica K Katusic</article-title>
          .
          <article-title>Childhoodadhd is strongly associated with a broad range of psychiatric disordersduring adolescence: a population-based birth cohort study</article-title>
          .
          <source>Journal ofChild Psychology and Psychiatry</source>
          ,
          <volume>53</volume>
          (
          <issue>10</issue>
          ):
          <fpage>1036</fpage>
          -
          <lpage>1043</lpage>
          ,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Russell</surname>
            <given-names>A</given-names>
          </string-name>
          <string-name>
            <surname>Barkley</surname>
          </string-name>
          .
          <article-title>Attention-deficit hyperactivity disorder</article-title>
          .
          <source>ScientificAmerican</source>
          ,
          <volume>279</volume>
          (
          <issue>3</issue>
          ):
          <fpage>66</fpage>
          -
          <lpage>71</lpage>
          ,
          <year>1998</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>Yunsick</given-names>
            <surname>Sung</surname>
          </string-name>
          , Kyungeun Cho, and
          <string-name>
            <given-names>Kyhyun</given-names>
            <surname>Um</surname>
          </string-name>
          .
          <article-title>A developmentarchitecture for serious games using bci (brain computer interface)sensors</article-title>
          . Sensors,
          <volume>12</volume>
          (
          <issue>11</issue>
          ):
          <fpage>15671</fpage>
          -
          <lpage>15688</lpage>
          ,
          <year>2012</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>Josep</given-names>
            <surname>Antoni</surname>
          </string-name>
          Ramos-Quiroga, Alonso Montoya, Alexandra Kutzelnigg,WalterDeberdt, and Esther Sobanski.
          <article-title>Attention deficit hyperactivitydisorder in the european adult population: prevalence, disease awareness,and treatment guidelines</article-title>
          .
          <source>Current medical research and opinion</source>
          ,
          <volume>29</volume>
          (
          <issue>9</issue>
          ):
          <fpage>1093</fpage>
          -
          <lpage>1104</lpage>
          ,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Pamela</surname>
            <given-names>M</given-names>
          </string-name>
          <string-name>
            <surname>Kato and Sebastiaan de Klerk</surname>
          </string-name>
          .
          <article-title>Serious games for assessment:Welcome to the jungle</article-title>
          .
          <source>Journal of Applied Testing Technology</source>
          ,
          <volume>18</volume>
          ,
          <year>2017</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <surname>Jim</surname>
            <given-names>Lumsden</given-names>
          </string-name>
          ,
          <article-title>Elizabeth A Edw ards</article-title>
          , Natalia S Lawrence, David Coyle,and
          <string-name>
            <surname>Marcus R Munaf`</surname>
          </string-name>
          <article-title>o. Gamification of cognitive assessment andcognitive training: a systematic review of applications and efficacy</article-title>
          .
          <source>JMIRserious games</source>
          ,
          <volume>4</volume>
          (
          <issue>2</issue>
          ):e11,
          <year>2016</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <article-title>EatedalAlabdulakareem</article-title>
          and
          <string-name>
            <given-names>Mona</given-names>
            <surname>Jamjoom</surname>
          </string-name>
          .
          <article-title>Computer-assisted learningfor improving adhd individuals' executive functions through gamifiedinterventions: A review</article-title>
          .
          <source>Entertainment Computing</source>
          ,
          <volume>33</volume>
          :
          <fpage>100341</fpage>
          ,
          <year>2020</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <article-title>Ji Yun Kim and Jae Hwan Bae. A study on serious game technology based on bci for adhd treatment</article-title>
          .
          <source>Advanced Science and Technology Letters</source>
          ,
          <volume>46</volume>
          :
          <fpage>208</fpage>
          -
          <lpage>11</lpage>
          ,
          <year>2014</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <surname>St</surname>
            ´ephanieBioulac,
            <given-names>Lisa</given-names>
          </string-name>
          <string-name>
            <surname>Arfi</surname>
          </string-name>
          , and Manuel P Bouvard.
          <article-title>Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children</article-title>
          .
          <source>European Psychiatry</source>
          ,
          <volume>23</volume>
          (
          <issue>2</issue>
          ):
          <fpage>134</fpage>
          -
          <lpage>141</lpage>
          ,
          <year>2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <surname>Francesco</surname>
            <given-names>Bellotti</given-names>
          </string-name>
          , Riccardo Berta, and Alessandro De Gloria.
          <article-title>Designing effective serious games: opportunities and challenges for research</article-title>
          .
          <source>International Journal of Emerging Technologies in Learning (iJET)</source>
          ,
          <volume>5</volume>
          (
          <year>2010</year>
          ),
          <year>2010</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <surname>Pier</surname>
            <given-names>JM Prins</given-names>
          </string-name>
          , Sebastiaan Dovis,
          <string-name>
            <given-names>Albert Ponsioen</given-names>
            , Esther Ten Brink, and
            <surname>Saskia Van Der Oord</surname>
          </string-name>
          .
          <article-title>Does computerized working memory training with game elements enhance motivation and training efficacy in children with adhd? Cyberpsychology, behavior</article-title>
          , and social networking,
          <volume>14</volume>
          (
          <issue>3</issue>
          ):
          <fpage>115</fpage>
          -
          <lpage>122</lpage>
          ,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <surname>Tsung-Yen Chuang</surname>
            ,
            <given-names>I</given-names>
          </string-name>
          <string-name>
            <surname>Lee</surname>
          </string-name>
          , et al.
          <article-title>Use of digital console game for children with attention deficit hyperactivity disorder</article-title>
          .
          <source>Online Submission</source>
          ,
          <volume>7</volume>
          (
          <issue>11</issue>
          ):
          <fpage>99</fpage>
          -
          <lpage>105</lpage>
          ,
          <year>2010</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>