Mobile Devices and Systems in ADHD Treatment
Renato Montaleão Brum Alves, Mônica Ferreira da Silva, Eber Assis Schmitz
and Antonio Juarez Alencar
Federal University of Rio de Janeiro (UFRJ), Rio de Janeiro, Brazil
Keywords: ADHD, Mobile, Neurofeedback, Serious Games, Treatment.
Abstract: Attention Deficit Hyperactivity Disorder (ADHD) is a neurobiological condition that appears during an
individual’s childhood and may follow her/him for life. Even though it is not a new disorder, ADHD treatment
is limited to the use of drugs and behavioral therapy, even for children. The objective of this research was to
investigate the technological possibilities of mobile devices and web-based information systems, as well as
other computer technologies, to support the ADHD treatment phase. Results show the potential of these
approaches as alternatives for long-term treatment, as well as the difficulties and limitations that persist today.
Besides, the research also highlighted that the use of computer technology could provide persistent long-term
results.
1 INTRODUCTION
Attention Deficit Hyperactivity Disorder (ADHD) is
one of the most common neurobiological conditions
that affects children. Faraone, Biederman, & Mick
(2006) found out that, in 65% of the cases, ADHD
persists into adolescence and adulthood.
The current treatment for this
neurodevelopmental disorder includes a combination
of medication and psychotherapy. Despite the relative
success of pharmaceutical therapies in ADHD, there
are essential reasons to identify alternative non-
invasive methods. First, the list of side effects
includes headaches, mood swings, nausea and
dizziness. Besides, prescribing drugs to young
children involves risks not yet thoroughly and surely
studied. Lastly, medicine is not equally effective for
ADHD subgroups.
The treatment phase of ADHD offers a vast field
for research, and computer technologies play a
promising role in this regard. Systems have been used
for such purpose since 1985, through the software
CAPTAIN (Gomez & Carro, 2014). Since then,
technology has evolved, especially in the mobile
segment.
This work aimed to investigate the technological
advances of web-based information systems, as well
as other computer technologies, to support the ADHD
treatment phase. Through this research work, it was
possible to verify which are the leading
computational technologies today. The results show
the potential of these approaches as alternatives for
long-term treatment for patients in childhood or
adulthood, indicating that the use of some
technologies produces lasting effects, even when
application is interrupted. Also, the difficulties and
limitations emerged from the analyses carried out.
2 USE OF MOBILE AND WEB
COMPUTER TECHNOLOGY
FOR ADHD TREATMENT
In some locations, access to psychotherapeutic
treatment is practically impossible due to distance or
mobility issues. For this reason, mobile technology
associated with web resources may be the only form
of treatment for some patients. IT Systems have been
used to treat ADHD since 1985 (Gomez & Carro,
2014). In our research, we used literature systematic
review techniques to identify several published
papers in recent years, dealing with the use of
technology as a means of non-invasive treatment.
Among the most used technologies, we can highlight
Neurofeedback, followed by Serious Games, and the
combined use of both approaches. Also,
approximately 15% of scientific research reported the
use of web remote assistance technology by video
conferencing or data monitoring capabilities.
Alves, R., Ferreira da Silva, M., Schmitz, E. and Alencar, A.
Mobile Devices and Systems in ADHD Treatment.
DOI: 10.5220/0010148201410146
In Proceedings of the 16th International Conference on Web Information Systems and Technologies (WEBIST 2020), pages 141-146
ISBN: 978-989-758-478-7
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
141
2.1 Neurofeedback
Neurofeedback is a neural self-regulation technique
that allows individuals to modulate their brain
frequencies using visual, auditory reinforcements, or
both, usually displayed on the screen of a computing
device. The training based on such technique,
designed to change an individual’s brain activity, has
been in use for nearly four decades and accounting for
one of the first applications of brain-computer
interfaces. Most studies are based on
electroencephalogram (EEG) recordings and apply
neurofeedback in clinical contexts, exploring its
potential as a treatment for psychopathological
syndromes.
Cowley et al., (2016) carried out a controlled
clinical trial of neurofeedback therapeutic
intervention in ADHD for adults. The EEG device
used was Enobio from the company Neuroelectrics
SL. The software developed was based on the
OpenViBE
1
signal acquisition framework with Qt
frontend, and it is available as an open source. As a
result, the technique improved self-reported ADHD
symptoms.
Another study using the same technique analyzed
the differences between inattentive and hyperactive
subtypes using the BrainMaster software. The results
indicated that the predominantly inattentive group
showed relevant differences on the control scale and
the attention scale. The predominantly hyperactive
group showed improvement in the control scale. The
control group showed no significant difference in
either scale. Findings suggest that neurofeedback
training using the theta/beta protocol was more
effective in the predominantly inattentive subset of
individuals (Duarte Hernández, González Marqués,
& M. Alvarado, 2017).
A variation of such an approach by Azman,
Mansor & Lee (2018) evaluated the use of a physical
race car game to treat children. Wireless data
transmission to transfer brain signal data was used to
move and stop the car. A program installed on the
microcontroller was used to control the car’s motion.
NeuroSky MindWave Mobile EEG was connected to
the Arduino UNO and Toys”R”Us Fastlane Slot Car
via Bluetooth. As the NeuroSky MindWave receives
the user’s brain signal, the car is activated if the user
concentrates and gives it full attention. Arduino UNO
was used as a controller to detect the level of attention
embedded in the brain signal and activate the
Toys”R”Us Fastlane Slot Car.
1
http://openvibe.inria.fr/
In another variation, experimented by Shin et al.
(2016), a tablet was used to verify whether the
neurofeedback technique could improve brain
executive functions. Forty children participated in the
experiment using the equipment connected to a
mobile brainwave monitor. Several
neuropsychological tests were carried out after
training with the devices, and the conclusion was that
there was an improvement in the cognitive function.
The good results remained during the follow-up
period.
Two other surveys also verified the permanence
of the training effect months after it ended. One of
them performed experiments with adolescents using
real-time functional magnetic resonance imaging
neurofeedback (rtfMRI-NF). Results showed
significant increases in linear activation in the target
regions, and a reduction in ADHD symptoms during
the 11 months of follow-up (Alegria et al., 2017).
The second survey analyzed aimed at assessing
sustained improvements after six months of applying
neurofeedback to children. One hundred and four
children received cognitive training, neurofeedback
treatment, or were placed in the control status. The
neurofeedback system used was Play Attention
2
, from
the company Unique Logic and Technology.
Brainwaves were measured by an EEG sensor built in
a bicycle helmet, centrally located at the top of the
skull, and two others bilaterally located EEG sensors.
Individuals who used neurofeedback had more
significant improvements in ADHD symptoms as
compared to those in the control group or undergoing
cognitive treatment and maintained them during the
6-month follow-up period (Steiner et al., 2014).
On the other hand, Bink et al. (2015) reported an
experiment with negative results concerning the
superior effectiveness of neurofeedback approach.
The EEG signal was sent to the computer using
Brainquiry PET and the training conducted with
EEGer software. The combination of usual treatment
with neurofeedback was not more effective than
applying the standard therapy alone. However, the
software interface does not seem to encourage its use
and, without the aid of a serious game, engagement of
individuals with attention-deficit may have been
jeopardized.
Lastly, an unsuccessful use of neurofeedback
software: a study investigated the effect of a system
called ACTIVATE™ that targets a wide range of
cognitive functions. Seventy children with ADHD
participated in the experience. The intervention group
used ACTIVATE™ for 8 weeks. Both groups were
2
http://www.playattention.com/
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evaluated regarding cognitive functions, symptoms,
behavioral and functional outcomes after 8, 12 and 24
weeks. The clinical trial found no significant effect on
cognitive training (Bikic et al., 2018).
2.2 Serious Games
Attention-training games based on Brain-Computer
Interface (BCI) have proved positive in the treatment
of children with ADHD, specifically with inattentive
symptoms. Five research papers analyzed used
neurofeedback techniques combined with serious
games. Rohani, Sorensen & Puthusserypady (2014),
for example, introduced a system aimed at treating
children with ADHD. To do so, a virtual classroom
environment was developed using Unity3D game
engine with SDK, BLENDER 3D modeling software,
and Microsoft Kinect.
Other three studies also used the Unity3D SDK
platform. Ochi et al. (2017) developed a serious game
with neurofeedback for attention training in adults
with ADHD. The game Armis was generated using
the Unity platform. The results suggested that this
type of therapy may be effective as an alternative
treatment since the high-risk group achieved
significant improvement.
Chen et al. (2018) used the same development
platform and the same EGG mobile monitor,
NeuroSky MindWave, to detect brainwaves and then
apply them to the game. Finally, using the Conners’
Continuous Performance Test / Conners Kiddie
Continuous Performance Test (CPT / KCPT), a
significant improvement was observed in the
attention and focus of children who participated in the
study.
Alchalcabi, Eddin & Shirmohammadi (2017)
designed a virtual reality serious game, also using the
Unity SDK, with the EGG device called EMOTIV
EPOC+. The goal was to improve the focused
capacity in individuals with ADHD and ADD.
Preliminary experiments with healthy individuals
showed an average improvement of 10% in
engagement and 8% in focus for persons who used
the EEG-controlled game, compared to those who
used the same game but controlling it by the
keyboard.
The third study examined the topological changes
of the brain functional networks induced by the 8-
week BCI-based attention intervention. The attention
training game consisted of a head arc with EEG
sensors that sent brainwave readings to the computer.
The tested group showed a reduction in inattention
symptoms followed by differential brain network
reorganization after the training (Qian et al., 2018).
On the other hand, we have serious games-
focused studies used without neurofeedback. Dovis et
al. (2015) trained several executive roles of children
with ADHD through a software called Braingame
Brian. It is a computer-based executive function
training, turned into a serious game. The results
suggested the beneficial effects of treatment
perceived using technology.
In another study, authors carried out a case study
with a 10-year-old patient. The child was treated
using medication along with a new video game-based
cognitive training method called the TCT method.
The cognitive areas in which improvement was
observed were the spatial working memory and fine
motor skills. The technique improves cognitive skills
such as attention, working memory, processing speed,
calculating ability, and reasoning, as well as visual-
motor coordination. As a result, the researchers
highlighted that regular computer-based cognitive
training can improve some of the cognitive ADHD
symptoms and still be useful to treat video game
addiction. (Ruiz-Manrique, Tajima-Pozo &
Montañes-Rada, 2015).
In 2015, a group of researchers developed a
serious game called Plan-It Commander, designed to
promote behavioral learning and strategy use in
everyday life situations known to be problematic for
children with ADHD. The game content and
approach are based on the psychological principles of
the Self-Regulation Model, the Social Cognitive
Theory, and the Learning Theory. A survey was
carried out with 42 children with ADHD, in order to
gather user feedback on a prototype of the game.
Children guardians also participated and reported a
significant improvement of children in time
management, planning and frustration tolerance
issues (Bul et al., 2015).
In 2018, the same researchers tried to identify
which subgroups of children with ADHD benefited
most from treatment using a serious game. As a
conclusion, the study found two groups that benefited
most from the intervention: girls in general and boys
with lower scores on hyperactivity and higher scores
with Conduct Disorder symptoms. (Bul et al., 2018).
2.3 Remote Web Treatment
There are still many barriers to access personalized
therapeutic content, either due to the distance
between patients and large urban centers, or even
because of displacement difficulties. That is the
reason why the use of remote technology for
treatment has been arousing interest and may become
a promising manner to offer behavioral interventions
to parents and children with ADHD.
Mobile Devices and Systems in ADHD Treatment
143
Sibley, Comer & Gonzalez (2017) investigated
the therapy for parents and children in the
videoconferencing format. A Cisco platform, called
Webex
3
, was used in the study. The families reported
a high level of satisfaction with the experience.
Therapists observed improvement for 50% of
families. Teachers and parents observed reductions in
ADHD symptoms, in the organization, time
management, and planning issues.
In another study, videoconferencing was
evaluated to provide behavioral interventions to the
families of individuals with ADHD. The product used
was the Catalyst Common View. Parents reported
results comparable to conventional assistance (Tse,
McCarty, Stoep, & Myers, 2015).
Simons et al. (2016) tried to explore the opinions
and behavior of patients, parents and health
professionals as regards the use of a remote
monitoring system. A prototype was developed by the
company QbTech and consisted of automated
messages via SMS with an invitation to fill in Web
forms on routine outcome measures, to monitor
symptoms and side effects of medication prescribed.
2.4 Other Mobile and Web Computer
Technologies
Using a touch screen desk, Gomez & Carro (2014)
introduced the AdaptADHD, an app to support
adaptive training and assessment for children and
adolescents with ADHD during their therapies. The
application aims to assist patients in improving their
skills regarding concentration and impulse control.
Besides, it supports the work of therapists in enabling
patient monitoring.
Another software analyzed in the survey was the
Drive Smart
4
. The authors believe that the risk of
young drivers with ADHD is increased by correlation
with the impaired ability to perceive risk. The study
carried out aimed to verify the changes in the ability
to sense danger in young drivers with ADHD, who
received training through Drive Smart. The risk
perception skills of respondents improved
significantly after the training, and with some gain
maintenance, found within 6 weeks of follow-up,
after using the software. (Bruce et al., 2017).
iPads were also analyzed in the context of ADHD
treatment. Schuck et al. (2016) evaluated the
usefulness of a web-based application called
iSelfControl. The system was designed to support
classroom behavior management. The iSelfControl
required that each student performed a self-
3
http://www.webex.com
assessment at predefined periods. Simultaneously,
the teacher evaluated each student on a separate iPad.
The app collected assessment discrepancies between
teachers and students, as well as significant variations
throughout the day.
In the context of social networks and wearables,
Schoenfelder et al. (2017) used a device called Fitbit
Flex: a smart wristband that allows physical
monitoring information. They also used a social
network to create an engagement group with weekly
goals. Such technologies were used due to their
interactivity features, which are promising for
adolescents, a public with a higher risk of abandoning
treatments. The results indicated improvement in
adolescents’ inattentive symptoms, as reported by
their parents.
In another web technology evaluation, authors
sought to verify the effect of an educational site on
parental perceptions and knowledge levels. A total of
172 parents, whose children had ADHD, were
recruited. After taking a 30-item basic knowledge
test, parents were directed to an educational site on
ADHD. Then they were contacted again for the
follow-up test. 85.5% of the respondents regarded the
use as relevant and would use it again. As an overall
result, authors found that parents showed more
significant knowledge of ADHD after using the site
(Ryan, Haroon, & Melvin, 2015).
3 CONCLUSIONS AND FUTURE
WORK
Non-invasive treatments for ADHD are as urgent as
feasible through the web and mobile technology that
exist today, revealing increasingly promising results.
The use of technology also allows continuous
treatment to be offered even to those who reside far
from urban centers. In this article, we highlighted the
current trends, main findings and some limitations of
using mobile and web technology in the treatment
phase of ADHD.
As shown in literature, mobile EEG technology
combined with serious games has been effective in
the treatment of ADHD. Our next step will be to
evaluate the adoption of a prototype that allows the
use of a domestic neurofeedback device in
conjunction with a gamification strategy and a web
system, to enable remote treatment and the support by
health professionals.
The objective is to verify which human or
technological factors impact the adoption of these
4
http://drivesmart.vic.gov.au
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tools, and which facilitators can drive the use of
technology. For this purpose, we will verify such
aspects under the perspective of Technology
Acceptance Model (TAM) (Davis, 1989).
Another expected contribution of the research is
to verify if the solution applies equally to all subtypes
of ADHD. Still, as a future work of this research
group, there is the objective of evaluating the
possibilities of using computer technologies to assist
in the diagnosis stage of ADHD disorder.
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