Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review
Abstract
:1. Introduction
Digital Technologies for Supporting Children Living with ADHD
- Q1: How have social robots and BCI video games been evaluated?
- Q2: Are there still open challenges in social robots and BCI video games to improve their impact and benefit on children living with ADHD?
2. Study 1: Social Robots for Dealing with ADHD
2.1. Search Strategy
2.2. Eligibility Criteria
2.3. Screening
2.4. Search Results
3. Study 2: BCI Video Games for Dealing with ADHD
3.1. Search Strategy
3.2. Eligibility Criteria
3.3. Screening
3.4. Search Results
4. Discussion
5. Open Challenges
- Diagnosing ADHD. The symptoms presented by a child living with ADHD can differ from those of another child living with ADHD. This is because there are three different subtypes of ADHD [57]: predominantly inattentive type (ADHD-I), predominantly hyperactive/impulsive type (ADHD-HI), and combined type (ADHD-C). To complicate matters even more, there are people living with ADHD who have an additional neurodevelopmental disorder, such as ASD [24,28], ODD [27], and anxiety problems [27]. Therefore, developing a general system for diagnosing people with diverse forms of ADHD represents a hard challenge.
- Customizing cognitive training exercises. Customizing cognitive training exercises according to the characteristics of each person is another hard challenge for engineers and researchers involved in designing general systems based on robots and BCI video games for dealing with ADHD [18,24,32]. This is due to different factors, such as the subtype of ADHD [57], the level of ADHD (from moderate to severe) [58], the preferences of each person [18,32], and poor adaptation to the users’ level of expertise with the technology leading to frustration [59], among other characteristics associated with the neurodevelopment of children living with ADHD, which should be considered in order to offer people a great experience.
- Capturing and maintaining attention. Engineers and researchers agree that one complex challenge when designing a cognitive training system is creating one capable of capturing and maintaining children’s attention in each cognitive training session [55,57]. The findings published in the literature suggest that children’s enjoyment and engagement decline across cognitive training sessions because exercises offered by those systems become routine and repetitive after several sessions [10].
- Long-term or longitudinal studies. Most systems reported in the literature indicate that they can be useful tools for diagnosing or treating ADHD, according to their objective (e.g., [18,23,25,27,51]). However, most systems have been tested with small groups of children (fewer than 20 participants). These studies are also characterized by considering few cognitive training or therapeutic sessions. Testing these systems on children living with ADHD is not a trivial problem. The first difficulty is related to recruiting children living with ADHD, and the second is associated with parents’ and children’s interest and perseverance in attending all sessions. According to Baxter et al. [60], only 5 out of 96 empirical studies in the human–robot interaction field consisted of more than a single session between 2013 and 2015. Therefore, long-term or longitudinal studies must be conducted to document changes over time, which can provide more reliable and accurate information about the efficacy of these systems focused on dealing with ADHD.
- Certification. The little evidence reported in the literature suggests that systems based on social robots or BCI video games with neurofeedback have great potential to improve the attention of children living with ADHD (e.g., [10,18,22,25,45]). Nowadays, few systems have been approved to be prescribed for treating children living with ADHD (e.g., [10,56]). Therefore, obtaining approval from a certification entity represents a challenge because all these systems are relatively new and most are currently in the design and prototyping phases.
- Avoiding physical harm. Some characteristics of robots can represent limitations and challenges for designing a safe human–robot interaction. Therefore, researchers and engineers should carefully choose the type of robot to use in a cognitive training system and define how these robots can interact with people involved in a cognitive training session to avoid potential physical harm. A good example of this issue can be observed in the system proposed by Cervantes et al. [20], called CogniDron-EEG. This system includes a drone. Therefore, using a drone implies avoiding physical interaction such as touching it. Even more, flying a drone at a reachable distance and in a small room can represent a potential issue of human–robot interaction if safety control mechanisms are not implemented appropriately.
- Making sure not to compromise social–emotional development. Few researchers are worried about how social robots can compromise children’s social–emotional development [61]. Children living with ADHD or other mental disorders can be more sensitive than regular children to socially affective bonding with a robot. According to Sandygulova et al. [24], there is a potential risk that individuals might develop strong emotional bonds with the robot, the severing of which at the end of therapy can have negative effects on individuals, such as a recoil in therapeutic benefits that the person might have achieved. However, there are few studies related to this ethical issue because, given the current state of this technology, it seems to be more urgent to address other ethical issues and challenges, such as privacy, safety, and the efficacy of these systems in dealing with ADHD.
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Source | The Aim of the Paper | Application Type | Target Population | Type of Robot | Input Signal | Environment |
---|---|---|---|---|---|---|
[24] | To propose a methodology for designing robot-assisted therapy. Additionally, this paper shows how to use the methodology by designing and implementing a robotic application. | Methodology for designing robot-assisted therapy | Children living with a diverse form of ASD combined with ADHD | A humanoid Nao | Tactile sensors | Real |
[25] | To study the clinical effectiveness of a robot-assisted kinematic measure of ADHD. | Support for ADHD diagnosis | Children living with ADHD | A humanoid Silbot | A 3D camera, LED sensors, and a 3D depth sensor | Real |
[27] | To address the issue of standardizing and automatizing therapies for children living with ADHD and ASD. | Support for rehabilitation therapies for children living with ADHD and ASD | Children living with ADHD, ASD, ODD, and anxiety problems | A caretaker Robot (CARBO) | Tactile sensors | Hybrid |
[35] | To present an architectural design of Kindergarten Assistive Robotics (KAR) focused on children living with ADHD. | Support for rehabilitation therapies | Kindergarten children living with ADHD | A humanoid Nao | Cameras, microphones, ultrasonic sensors, and tactile sensors | Real |
[32] | To present ongoing work that aims to target children with ASD and ADHD. Additionally, this paper describes a novel behavior used to introduce and practice a set of social behaviors. | Support for rehabilitation therapies | Children living with ASD and ADHD | A humanoid Nao | The paper does not indicate which of Nao’s sensors were used | Real |
[18] | To conduct a long-term study using social robots to create an individualized experience in robot-assisted therapy for children with diverse forms of autism and ADHD to bring positive changes in their behaviors through long-term engagement. | Support for rehabilitation therapies | Children living with ASD and ADHD | A humanoid Nao | Tactile sensors | Real |
[34] | To explore the efficacy of robotic technology in improving handwriting in children with poor motor skills. | Support for rehabilitation therapies | Children living with cerebral palsy (CP), children living with ASD, children living with ADHD, and children living with other disorders that affect good motor skills | A robot based on a haptic device | No input signals | Real |
[39] | To study the effects of collaborative learning between robots and children with developmental disabilities. | Support for rehabilitation therapies | Children living with potential symptoms of a developmental disability | An Ifbot robot | No input signals | Real |
[36] | To propose a cognitive architecture for improving the interaction between a humanoid robot and preschool children living with ADHD using joint attention during turn-taking gameplay. | Support for rehabilitation therapies | Children living with ADHD | A humanoid Robotis Bioloid | Several peripheral body sensors (e.g., a 2-axis gyro, joint position encoders, IR transmitter, and a proximity sensor for distance measurement) and sensors belonging to Microsoft’s Xbox Kinect (e.g., camera, depth sensor, and a multi-array microphone) | Real |
[40] | To present the design and initial evaluation of a social robotic device that provides immediate feedback for students living with ADHD. | Support for rehabilitation therapies | Students living with ADHD | A Kip3 robot | Through a test presented on a tablet | Hybrid |
[19] | To propose a therapeutic methodology based on human–robot interaction for improving the social skills of children living with ADHD. | Support for rehabilitation therapies | Children living with ADHD | A humanoid Pepper | A touchscreen and two cameras | Hybrid |
[37] | To present a system’s design, development, implementation, and assessment to remotely control a robot for rehabilitating children living with ADHD. | Support for rehabilitation therapies | Children living with ADHD | A humanoid Sanbot Elf and augmented reality smart glasses | EEG | Hybrid |
[41] | To present the design, development, implementation, and assessment of an intelligent home environment. | Support for rehabilitation therapies | Healthy children and children living with attention disabilities (including children living with ADHD) | A small robot named Atent@ | A touchscreen and a proximity sensor were placed on the robot, an accelerometer sensor was placed on a chair, and a proximity sensor was placed on a desk | Hybrid |
[21] | To present the design, development, implementation, and assessment of a robot assistant. | Support for rehabilitation therapies | Children living with ADHD | A small robot named Atent@ | A touchscreen, proximity sensors, and an accelerometer sensor | Hybrid |
[38] | To assess a wearable BCI based on augmented reality to remotely control a robot for rehabilitating children living with ADHD. | Support for rehabilitation therapies | Children living with ADHD | A humanoid Sanbot Elf and augmented reality smart glasses | EEG | Hybrid |
[33] | To present the mechanical design and performance of a robot designed for supporting children with developmental disorders. | Support for rehabilitation therapies | Children living with ASD, ADHD, and learning disabilities | A small robot in the form of a sphere | No input signals | Real |
[31] | To present a novel approach to screening childhood ADHD using robotic and machine learning technologies. | Support for ADHD diagnosis | Children living with ADHD | A humanoid Silbot | An RGB-D sensor | Real |
Article | Literature | Type of Study | Participants | General Results | Acceptability | Near and Far Transfer Effects |
---|---|---|---|---|---|---|
[24] | Engineering journal | Usability study | 14 children (5 boys and 1 girl) aged 3 to 8 years old, ±1.46, with a mean age of 5.28 years old. All these children have been diagnosed with ASD and ADHD. | A methodology for designing a robot-assisted therapy was proposed. Additionally, this methodology was applied for designing appropriate robot behaviors tailored for the diverse forms of ASD and ADHD in children. After that, a trial with 6 children was conducted. The result of this trial suggests that most children enjoyed the interaction with the robot. However, the effectiveness of this methodology is still being studied due to the small sample size involved in the controlled trial. | 86% of children enjoyed interactions with the robot. | 86% of children showed a slight improvement in maintaining their attention during training sessions and enhanced their tactile interaction with the robot. |
[25] | Medical journal | Effectiveness study | 35 children living with ADHD aged 5 to 12 years old (30 males and 5 females, ±1.5, mean age = 8.8) and 50 healthy children as control (23 males and 27 females, ±0.9, mean age = 8.7). | According to [25], differences between the ADHD and healthy control groups were observed regarding most variables of the robot-assisted kinematic measure for ADHD (RAKMA), including correct reactions, commission errors, omission errors, reaction times, migration distance, and migration speed scores. Therefore, the authors of this research claim that the RAKMA is a clinically useful tool for objectively measuring hyperactivity symptoms in children living with ADHD. | No available information. | Target out of scope. |
[27] | Engineering proceedings | Feasibility study | 18 children between 7 and 11 years old. Children were grouped according to their developmental disorder: 5 children had only ADHD, 4 children had ADHD and ODD, 3 children had ADHD and anxiety, 5 children had ADHS and ASD, and 1 child had only ASD. | Preliminary results of this study show the robot’s potential as a diagnostic tool for children with neurodevelopmental problems. However, the authors also indicate that more extensive studies must be conducted to confirm their preliminary results. | 100% of children enjoyed interactions with the robot because they considered that interaction with the robot was exciting and intuitive. | Target out of scope. |
[35] | Engineering proceedings | Feasibility study | 18 healthy children, aged 4 to 8 years old, half boys and half girls. | Results reported by [35] indicate that most of the children involved in the trial were able to create a positive interaction with the robot, except 2 children. However, this study did not involve children living with ADHD to know whether it could be useful in dealing the ADHD in children. | 89% of children showed a positive interaction. | Target out of scope. |
[32] | Engineering proceedings | Feasibility study | 15 children (all males) aged 3 to 12 years old, ±2.7, with a mean age of 6.7 years old. All children have been diagnosed with ASD and ADHD. | Preliminary results reported by [32] indicate that the robot established a satisfactory level of engagement during the robot-assisted therapy sessions. Also, the authors affirm that all parents noted improvement in their children’s social skills, such as eye contact and concentration. | 100% of children showed a positive acceptance of working with the robot. | 100% of children showed a significant improvement in sustained attention and eye contact. Additionally, several nonverbal children started to pronounce simple words, such as “Bye,” “Tick-Tack,” and “Nao”. |
[18] | Engineering journal | Effectiveness study | 11 children (1 girl and 10 boys) aged 4 to 11 years old, ±2.7. 4 children were diagnosed with ASD, while 7 were diagnosed with ASD and ADHD. | This paper presents a quantitative analysis of a multiple-session study conducted with children with ASD and ADHD. The findings from this study suggest that (i) it is possible to sustain engagement in children with autism and/or ADHD when they interact with a robot over multiple sessions and (ii) children are better engaged and focused during robot-mediated sessions when activities are responsive to each child’s preferences and likes. | 100% of children accepted working with the robot. | 100% of children maintained their engagement and eye gaze on their activities in all sessions. |
[34] | Medical journal | Effectiveness study | 18 children (14 boys and 4 girls) aged 5 to 11 years old. 6 children with no reported disability were referred to the study because of plodding handwriting speed, 2 children living with ADHD, 5 children with ASD, 1 child with pervasive developmental delay, 2 children with intellectual disability, and 2 children with deafness. | Results reported in this study indicate that fine motor control improved for children with learning disabilities and those aged 9 or older but not for those with CP or under age 9. Also, all children with ASD or ADHD referred for slow writing speed were able to increase speed while maintaining legibility. | 89% of children found the robot very engaging. | Therapy allows children to concentrate on the shape and size of letters. 100% of children with ASD or ADHD referred for slow writing speed were able to increase speed while maintaining legibility. |
[39] | Engineering proceedings | Feasibility study | 3 undiagnosed children who had potential symptoms of ADHD. | The results of this study suggest that the robot prompts children to improve their concentration while collaboratively learning. Additionally, researchers found that the learning time during the collaborative learning session was greater in the robot’s presence than without the robot. | 100% of children accepted working with the robot. | 100% of children showed significatively increased attention and learning time when the robot participated in the learning sessions. |
[36] | Engineering journal | Feasibility study | A normal group of children and a group of children diagnosed with ADHD. | The results reported in this study revealed an increase in sustained attention and a decrease in response time as interaction scores increased. Additionally, the results showed a gradual decrease in the differences in interaction scores and reaction time performance between the normal and ADHD groups. | 100% of children in both groups accepted working with the robot. | A slightly increased sustained attention was observed in all children in both groups. Additionally, all children worked on their emotional responses and episodic memory. |
[40] | Engineering proceedings | Usability study | 10 undergraduate students were recruited for the study, all diagnosed with ADHD, aged 20 to 35 years old, ±3.43, with a mean age of 26.3 years old. 4 males and 6 females. | In this study, 9 participants reported a positive experience. These participants considered that the Kip3 robot helped them regain focus on a task because of the real-time feedback on their performance. Only one participant indicated that the real-time feedback was not a positive experience because the participant felt frustrated by the feedback signal. | 90% of children enjoyed working with the robot. | 90% of children were able to regain attention during training sessions. |
[19] | Engineering proceedings | Usability study | 5 children living with ADHD, aged 7 to 10 years old. | The goal of this study was to evaluate the degree of acceptance of the introduced technology support. The results of trials indicated that children immediately accepted the presence of a humanoid robot. In fact, children were starting to collaborate and showing a higher degree of attention than in the traditional therapy exercise (without a robot) they had to perform. | 100% of children immediately accepted working with a robot from their first session. | All children showed better attention regarding the exercise they had to perform when the robot was introduced in their therapy sessions. |
[37] | Engineering journal | Feasibility study | 4 children living with ADHD, aged 6 to 8 years old. | The results of this study offered feedback on the wearability and usability of the device. Additionally, this study provided information on the children’s engagement and attentional performance. | 100% of children accepted to use the novel technology. | The attention performance exhibited by all participants was far superior to that shown in traditional sessions. |
[41] | Engineering journal | Feasibility study | 10 healthy children aged 6 years old (5 boys and 5 girls). | This study aimed to validate the requirements provided by therapists. Additionally, this study showed the possibilities and functionalities to stakeholders and families so that they would allow the next validation phase involving children living with ADHD. | 100% of children accepted the presence of the robot and valued it as a positive aid. | Target out of scope. |
[21] | Engineering journal | Feasibility study | 4 children (2 boys and 2 girls) of the same age (6 years old). A boy and a girl with suspected ADHD, and the other 2 children were diagnosed as healthy participants. | This study helps to validate the robot’s functionality. According to [21], the robot was able to obtain relevant information such as the time of completion of each task, number of distractions, pauses between tasks, calls for assistance, frequency of impulsivity, frequency of hyperactivity, number of completed tasks, change in mood, emission of sounds, and times that participants follow the instructions. | 100% of children accepted the presence of the robot. | All children (with suspected ADHD or not) showed a reduction in their level of distraction. However, this distraction reduction was higher in healthy children (this result was already expected by the expert involved in the test). |
[38] | Engineering proceedings | Usability study | 18 children aged 5 to 10 years old (±1.39, mean age = 1.35). All children had different diagnoses, always including ADHD. | The results reported in this study showed that all the children between 8 and 10 years old involved in the trials completed the activities. These children indicated they felt delighted with the experience. However, some children aged 5 to 7 years old had issues related to the device’s ergonomics, and in some cases, they could not pay attention during the trial explanation. | 67% of children enjoyed interacting with the technology, and the rest had issues related to the device’s ergonomics. | Target out of scope. |
[31] | Engineering journal | Feasibility study | 326 children from the 3rd and 4th grades of elementary school, of whom 35 were clinically diagnosed with ADHD by doctors. Another 26 children were identified as at risk for ADHD by standard tests for ADHD diagnosis. | The results reported in this study indicate that, compared to conventional questionnaire-based tests, using robotic and machine learning technologies significantly increased the accuracy of ADHD diagnosis to 97%. Also, this study allowed researchers to identify some key features of the robot (e.g., classification algorithms and optimal parameters) to classify children into three diagnostic categories of childhood ADHD: ADHD, ADHD-at-risk, and normal. | No available information. | Target out of scope. |
Source | The Aim of the Paper | Application Type | Target Population | Input Signal | Environment |
---|---|---|---|---|---|
[45] | To develop a BCI video game for enhancing the attention of children living with ADHD by presenting a realistic environment with distractors and incremental complexity | Support for rehabilitation therapies | Children living with ADHD | EEG | A 2D/3D single-player video game with incremental complexity |
[28] | To compare BCI video-game-based therapy with neurofeedback and traditional therapy to treat ADHD | Support for rehabilitation therapies | Children living with ADHD | EEG | A 2D single-player video game |
[22] | To compare BCI-based attention training video game with a control group in the improvement of inattentive symptoms in children living with ADHD | Support for rehabilitation therapies | Children living with ADHD | EEG | A 3D single-player video game |
[46] | To investigate the brain network organizational changes in children living with ADHD during 8 weeks of BCI-based training for behavior improvement | Support for neuroscience research | Children living with ADHD | EEG/MRI | A 3D single-player video game |
[42] | To propose a BCI video game with EEG to improve attention and short- and long-term memory in children living with ADHD | Support for rehabilitation therapies | Children living with ADHD | EEG | A 3D single-player video game with incremental complexity |
[47] | To develop a BCI video game to observe the mental conditions of people living with ADHD for attention training and rehabilitation | Support for rehabilitation therapies | People living with ADHD | EGG | A VR 3D single-player video game |
[48] | To develop a BCI system made up of 2 video games for enhancing the attention level of people living with ADHD by reading the P300 potential and providing feedback | Support for rehabilitation therapies | People living with ADHD | EGG | A VR 3D single-player video game with simulated distractions |
[43] | To develop a BCI video game with different levels of complexity designed to improve cognitive skills such as attention level, mediation level, and spatial memory | Support for rehabilitation therapies | People living with ADHD | EEG | A 2D single-player video game with incremental complexity |
[44] | To develop a BCI system based on video games for training sustained attention in children living with ADHD | Support for rehabilitation therapies | Children living with ADHD | EEG | A 3D single-player system with multiple video games |
[49] | To evaluate the effectiveness of neurofeedback on training cognitive functions in children living with ADHD | Support for neurofeedback training | Children living with ADHD | EEG | A single-player video game based on playing a movie |
[50] | To investigate the effectiveness of BCI video games with increasing difficulty in the treatment of children living with ADHD | Support for rehabilitation therapies | Children living with ADHD | EEG | A 2D single-player video game with incremental complexity |
[10] | To examine the efficacy of combined working memory, inhibitory control, and neurofeedback training in children living with ADHD and subclinical ADHD | Support for rehabilitation therapies | Children living with ADHD and subclinical ADHD | EEG | A 2D video game with a single player |
[51] | To present a game-based training system designed for analyzing and improving the reading ability of children living with ADHD | Support for rehabilitation therapies | Children living with ADHD in the first or second grade | EEG | A 2D video game with a single player |
[52] | To investigate the effects of using a custom-made neurofeedback video game | Support for rehabilitation therapies | Children living with ADHD | EEG | A 3D video game with a single player |
[53] | To investigate the relation between dopamine and reward signals on the anterior cingulate cortex in children living with ADHD | Support for neuroscience research | Children living with ADHD | EEG | A 3D video game with a single player |
[54] | To present the design and development of a video game focused on promoting behavioral learning and prosocial skills in children living with ADHD | Support for rehabilitation therapies | Children living with ADHD | EEG/Keyboard | A 2D and 3D video game with a single player |
[29] | To integrate a BCI with a serious video game for training and strengthening patients’ attention ability while their attention levels are monitored | Support for rehabilitation therapies | People living with ADHD | EEG | A 3D video game with a single player |
[23] | To analyze the effectiveness of a game-based system for assisting children in managing and overcoming ADHD | Support for rehabilitation therapies and children living with ADHD | Children living with ADHD | Touch screen | A virtual 3D world and a multisensory mixed reality with a single player |
[55] | To study the impact of a neurofeedback-based BCI game on enhancing attention and cognition skills in healthy people | Support for neurofeedback training | Healthy people | EEG | A 2D video game with a single player |
Article | Literature | Type of Study | Participants | Results | Near and Far Transfer Effects |
---|---|---|---|---|---|
[45] | Engineering proceedings | Feasibility study | 11 healthy participants (8 males and 3 females in the age range 27.5, ±4.5). | Results reported in this study indicate that the participants’ accuracy in a cognitive training task falls and the time increases as they advance in the BCI video game’s levels or when more distractors appear in the virtual environment. However, this study also indicates that participants can achieve the same accuracy at both basic and complex levels after they become accustomed to the BCI video game. | Target out of scope. |
[28] | Multidisciplinary journal | Effectiveness study | 26 children living with ADHD (age range 8, ±3.05). 13 children were randomly assigned to the experimental group, and the rest were assigned to the control group. | Children with video-game-based therapy showed a slightly more significant improvement in attention, sustained attention, and attentional control than children committed to traditional therapy (cartoon-based). | The BCI game participants showed an improvement in their attention level and were less dispersed. |
[22] | Medical journal | Effectiveness study | 172 children living with ADHD (147 males and 25 females in the age range 8.6, ±1.51). | After 8 weeks of therapy, both video-game-based and control groups reduced their clinical inattentive symptoms on the ADHD Rating Scale by 3.5 (±3.97) and 1.9 (±4.42), respectively. During the trials, it was reported that 11 children experienced mild to moderate adverse events of headache, dizziness, motor restlessness, and attention problems (the first two problems were the main ones). Only on one occasion did one child experience two problems at the same time (headache and attention problems). | The BCI group showed a higher reduction in inattentive symptoms than the control group. |
[46] | Medical journal | Neuroscience study | 66 children living with ADHD. 44 children were included in a BCI-based training and 22 children were included in a control group. | Findings reported in this study indicate that the BCI-based training group shows a more significant reorganization of the brain functional network from more regular to more random configuration than the control group. | The BCI group significantly reduced inattention symptoms more than the control group. Additionally, the BCI group showed differential brain network reorganizations after training. |
[47] | Engineering proceedings | Feasibility study | 10 healthy participants (age range 19 to 40). | As a result of this work, a BCI video game capable of measuring and interpreting a person’s attention-related EEG signals was developed. | Target out of scope. |
[48] | Engineering in medicine proceedings | Feasibility study | 5 healthy participants. | Findings reported in this work indicate that the P300 potential is useful for measuring the individual’s attention level in a BCI video game environment. An additional result was the design and implementation of a new BCI video game. | Participants reported that BCI-game activities helped to stay engaged during the session. |
[43] | Engineering journal | Effectiveness study | 10 healthy participants (age range 20 to 30). | A BCI video game capable of helping users to improve their attention level, meditation level, and spatial memory by using a dynamic of incremental complexity that requires a higher level of concentration. Results show that after some trials, participants increased their performance in the game from 74% to 98%, while reducing the time they required to reach the level of concentration needed to complete the levels. | BCI system proved to be a tool to improve cognitive skills such as attention level, mediation level, and spatial memory. Also, the results showed that the BCI game helps keep the participants’ attention level during all the tests. |
[44] | Engineering proceedings | Effectiveness study | Children living with ADHD (age range 7 to 11). | This study allows the implementation of a BCI system based on multiple video games for training abilities like waiting, planning, following instructions, and achieving objectives. When this study was published, the system was still in the testing phase with children living with ADHD. Preliminary results with this kind of video game dynamics show a decrease in impulsive behavior. | Target out of scope. |
[49] | Engineering proceedings | Effectiveness study | 26 children living with ADHD (age range 7 to 12). 13 children were assigned to the experimental group, and the rest were assigned to the control group. | After analyzing the results obtained in both the experimental and the control groups, the authors demonstrate that EEG neurofeedback helps to improve cognitive functions in children living with ADHD at the same rate as traditional treatment. | BCI system results showed that participants improved their intelligence performance scores (WISC-III). Also, participants showed an improvement in their attention. |
[50] | Medical journal | Effectiveness study | 10 children (8 boys and 2 girls aged 7 to 12) in the intervention group and the same distribution in the control group. | Parent- and teacher-rated inattentive score on the ADHD Rating Scale was −3.0 (4.8) for the BCI group and 0.8 (1.3) for the control group. | Results reported in this study show the inattention level of the intervention group decreased slightly more than that of the control group. |
[10] | Medical journal | Effectiveness study | 44 children diagnosed with ADHD (31 males and 13 females, mean age = 9.81 years in a range of 7.3 to 12.8 years) and 41 children without a diagnosis but displaying similar behavior (33 males and 8 females, mean age = 9.53 years in a range of 7.4 to 12.6 years). | The results of this study provided evidence for the efficacy of using neurofeedback video games through a BCI device for reducing symptom severity in the ADHD and subclinical groups after neurocognitive training. | The Focus Pocus software proved to be useful for training attention problems, aggression, and externalizing. However, participants’ enjoyment and engagement declined across sessions. |
[52] | Engineering proceedings | Feasibility study | 9 children diagnosed with ADHD, aged 5 to 12 years old. | The results of this study show the feasibility of using neurofeedback video games through low-cost BCI devices for sustained attention training in children living with ADHD. | Game performance data suggest an improvement in the attention self-regulation skill of the children. |
[51] | Engineering journal | Effectiveness study | 5 children living with ADHD in the first or second grade (all males). | The results reported in this paper indicate that children living with ADHD improved in reading ability, attention span, and behavioral inhibition. | Reading comprehension tests indicate improved reading aloud and reading comprehension after BCI game training. Also, data analysis shows improvements in attention span and decreases in hyperactive behavior over time for all participants. |
[53] | Medical journal | Neuroscience study | 105 children living with ADHD, aged 8 to 13 years old. | The results reported in this paper suggest that disruption of the anterior cingulate cortex–dopamine interface may underlie the impairments in motivational control observed in childhood ADHD. | Researchers found that the reward positively impacts dopamine-related signals. Also, they observed that the participants were able to keep attention during the sessions. |
[54] | Medical journal | Usability study | 42 children living with ADHD, aged 8 to 11 years old, with a mean age of 9.4 years. | The usability findings reported in this study indicate positive acceptance of this video game by children living with ADHD. Additionally, researchers obtained recommendations from parents and children to improve the video game. | The system promotes behavioral learning and strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills. |
[29] | Engineering journal | Feasibility study | 5 healthy males aged 19 to 26 and 4 people living with ADHD (2 males and 2 females aged 18 to 23). | Results reported in this work show that the system obtained 96% and 98% accuracy in classifying the EEG data to detect the correct attention state during trials with healthy people and people living with ADHD, respectively. | Results showed the system could measure attention to detect ADHD during the BCI game sessions. |
[23] | Engineering proceedings | Effectiveness study | 53 children living with ADHD. 13 females and 40 males (±1.85, mean age = 9.98). | The results reported in this study indicate that 21 out of 53 children living with ADHD had a slight but statistically significant increase in their attention level after using the system for 8 weeks. | 40% of children showed a significant increase in their attention level. |
[55] | Engineering proceedings | Effectiveness study | 16 healthy participants, 8 in the neurofeedback group (3 females and 5 males aged 27 to 32 years old, ±2.4 years, mean age = 29.6) and 8 in the control group (2 females and 6 males aged 24 to 30 years old, ±3.2 years, mean age = 27.1) | The results reported in this work indicate that the neurofeedback game improves the attention threshold of all participants after 5 days of training. However, the amount of threshold increment was different for each participant. | BCI games were shown to be able to improve the attention level and cognitive skills of healthy participants. |
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Cervantes, J.-A.; López, S.; Cervantes, S.; Hernández, A.; Duarte, H. Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review. Brain Sci. 2023, 13, 1172. https://doi.org/10.3390/brainsci13081172
Cervantes J-A, López S, Cervantes S, Hernández A, Duarte H. Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review. Brain Sciences. 2023; 13(8):1172. https://doi.org/10.3390/brainsci13081172
Chicago/Turabian StyleCervantes, José-Antonio, Sonia López, Salvador Cervantes, Aribei Hernández, and Heiler Duarte. 2023. "Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review" Brain Sciences 13, no. 8: 1172. https://doi.org/10.3390/brainsci13081172
APA StyleCervantes, J.-A., López, S., Cervantes, S., Hernández, A., & Duarte, H. (2023). Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review. Brain Sciences, 13(8), 1172. https://doi.org/10.3390/brainsci13081172