Attention Deficit Hyperactivity Disorder (ADHD) mainly affects the academic performance of children and adolescents. In addition to bringing physical and mental health benefits, physical activity has been used to prevent and improve ADHD comorbidities; however, its effectiveness has not been quantified. In this study, the effect of physical activity on children's attention was measured using a computer game. Intense physical activity was promoted by a relay race, which requires a 5-min run without a rest interval. The proposed physical stimulus was performed with 28 volunteers: 14 with ADHD (GE-EF) and 14 without ADHD symptoms (GC-EF). After 5 min of rest, these volunteers accessed the computer game to accomplish the tasks in the shortest time possible. The computer game was also accessed by another 28 volunteers: 14 with ADHD (GE) and 14 without these symptoms (GC). The response time to solve the tasks that require attention was recorded. The results of the four groups were analyzed using D'Agostino statistical tests of normality, Kruskal-Wallis analyses of variance and post-hoc Dunn tests. The groups of volunteers with ADHD who performed exercise (GE-EF) showed improved performance for the tasks that require attention with a difference of 30.52% compared with the volunteers with ADHD who did not perform the exercise (GE). The (GE-EF) group showed similar performance (2.5% difference) with the volunteers in the (GC) group who have no ADHD symptoms and did not exercise. This study shows that intense exercise can improve the attention of children with ADHD and may help their school performance.
This paper presents a computer game developed to assist children with Autism Spectrum Disorder (ASD) to recognize facial expressions associated with the four basic emotions: joy, sadness, anger, and surprise. This game named ALTRIRAS is a role-playing game (RPG), a kind of game pointed out by the literature as the most suitable for these children for being more social than competitive. It has recreational settings built with 2D graphic interface to keep the children’s attention and an access control and a register mechanism to allow the monitoring of the child’s progress. The data collection of the functional, nonfunctional, psychological, and educational requirements, as well as the evaluation of its consistency and usability, was made by a multidisciplinary team consisting of five experts in each of the following expertises: pedagogy, psychology, psychopedagogy, and game development. The effectiveness test of the game was performed by 10 children with ASD and 28 children with neurotypical development, which were separated into control and experimental groups, respectively. All experts and children with neurotypical development answered the System Usability Scale (SUS) questionnaire after playing the game. The results were positive, between experts and volunteers regarding their acceptance. However, the time of exposure to the game in children with ASD should be increased to effective assistance in the recognition of facial expressions.
BackgroundRecent studies indicate that the blue-yellow colour discrimination is impaired in ADHD individuals. However, the relationship between colour and performance has not been investigated. This paper describes the development and the testing of a virtual environment that is capable to quantify the influence of red-green versus blue-yellow colour stimuli on the performance of people in a fun and interactive way, being appropriate for the target audience.MethodsAn interactive computer game based on virtual reality was developed to evaluate the performance of the players.The game's storyline was based on the story of an old pirate who runs across islands and dangerous seas in search of a lost treasure. Within the game, the player must find and interpret the hints scattered in different scenarios. Two versions of this game were implemented. In the first, hints and information boards were painted using red and green colours. In the second version, these objects were painted using blue and yellow colours. For modelling, texturing, and animating virtual characters and objects the three-dimensional computer graphics tool Blender 3D was used. The textures were created with the GIMP editor to provide visual effects increasing the realism and immersion of the players. The games were tested on 20 non-ADHD volunteers who were divided into two subgroups (A1 and A2) and 20 volunteers with ADHD who were divided into subgroups B1 and B2. Subgroups A1 and B1 used the first version of the game with the hints painted in green-red colors, and subgroups A2 and B2 the second version using the same hints now painted in blue-yellow. The time spent to complete each task of the game was measured.ResultsData analyzed with ANOVA two-way and posthoc TUKEY LSD showed that the use of blue/yellow instead of green/red colors decreased the game performance of all participants. However, a greater decrease in performance could be observed with ADHD participants where tasks, that require attention, were most affected.ConclusionsThe game proved to be a user-friendly tool capable to detect and quantify the influence of color on the performance of people executing tasks that require attention and showed to be attractive for people with ADHD.
O TDAH é um transtorno do neurodesenvolvimento com sintomas básicos de desatenção, desorganização e/ou hiperatividade-impulsividade. Atualmente há jogos denominados jogos sérios com a finalidade de auxiliar no diagnóstico, aprendizado e tratamento de pessoas com TDAH. Objetivou-se analisar em bases de dados artigos sobre TDAH relacionados a formas de identificação de características do transtorno e formas de tratamento realizados com jogos sérios no Brasil. Especificamente: identificar quais são os jogos sérios existentes no Brasil desenvolvidos para TDAH; levantar as formas de identificação das características de TDAH com os jogos sérios; analisar as formas de tratamento existentes com a utilização de jogos sérios. Trata-se de uma revisão integrativa e para isso foram utilizadas três bases de dados, o portal de periódicos CAPES, o Google Acadêmico e o Catálogo de teses e dissertações da CAPES. Com base nos critérios de inclusão não foram selecionados artigos para análise relacionados ao tema proposto no portal de periódicos CAPES, foi selecionado um artigo no Google Acadêmico, embora não esteja totalmente relacionado aos objetivos propostos e 2 arquivos no Catálogo de teses e dissertações da CAPES. Faltam artigos e jogos sérios desenvolvidos no Brasil que auxiliem o diagnóstico e terapia de pessoas com TDAH. What do you want to do ?New mailCopy
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