Abstract

The design of a computer-supported serious game concerning inhibition skills in children with Attention Deficit/Hyperactivity Disorder (ADHD) is reported. The game consists of a series of activities, each eliciting the tendency to respond in an immediate, inadequate way. The game is based on the Dual Pathway Model of ADHD proposed by Sonuga-Barke. In the game, children must block impulsive tendencies, reflect upon the situation, inhibit irrelevant thoughts, and find the non-intuitive solution. In the game, the player personifies a superhero, who is asked to save a realm on the opposite side of the Earth (Antonyms) where things happen according to the opposite of the usual rules. The hero faces a series of challenges, in the form of mini-games, to free the planet from enemies crossing different scenarios. To succeed in the game, the player should change his/her attitude by thinking before performing any action rather than acting on impulse. The player is induced to be reflective and thoughtful as well. Results from the evaluation of a preliminary version of the serious game are reported. They support the notion that Antonyms is an adequate tool to lead children to inhibit their tendency to behave impulsively.

Highlights

  • Serious Games (SGs) represent valuable tools in different fields of rehabilitation, due to the link between technology and flow, motivation, and sense of presence [1]

  • There is evidence that the activities embedded in Antonyms appeared to be associated with performance in standard tests usually employed to assess inattention, impulsivity, and hyperactivity levels in Attention Deficit/Hyperactivity Disorder (ADHD)

  • Antonyms represents a promising tool to target impulsivity control because it is grounded on a neuropsychological evidence-based model focused on impulsivity, a personal feature that needs a cognitive mechanism to be managed properly, prompting self-regulation and stimulating metacognition thanks to a reflective attitude

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Summary

Introduction

Serious Games (SGs) represent valuable tools in different fields of rehabilitation, due to the link between technology and flow, motivation, and sense of presence [1]. Their unique ability to attract, retain, and motivate players has prompted more and more teachers, psychologists, and educators to take advantage of SGs to help people to learn, grow, and face changes [2]. SGs, proposed as rehabilitation tools, can provide more responsive treatments or can increase the effectiveness of the therapeutic process [3]. Several studies have supported the usefulness of SGs for enhancing positive attitudes [12,20], increasing problem-solving strategies, Information 2020, 11, 230; doi:10.3390/info11040230 www.mdpi.com/journal/information

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