Brain-Computer Interfaces (BCI) are systems that allow a user to transmit commands to a computer by using their brain activity. BCI systems are utilized in neurofeedback training interventions for people with Attention Deficit Hyperactivity Disorder (ADHD) to improve focused attention. However, repetitive training sessions can be dull or non-engaging for users. Gamified environments aim to enhance user motivation for BCI training, but for users with ADHD, they may also introduce distractions that could negatively impact task performance. This study explored how individuals with ADHD interacted with a gamified BCI task compared to a non-gamified standard one. In a within-subjects experiment, nine participants conducted an ERP-based BCI selection task with three difficulty levels in both “Gamified” and “Standard” environments. The two environments were compared in terms of user performance on the BCI task and user experience, measured by the Game Experience Questionnaire. The results indicated no difference in the user’s BCI accuracy between the two conditions, however, the Gamified environment scored higher on Sensory and Imaginative Immersion while scoring lower on the Negative Affect construct. Additionally, in the post-experiment interview, the majority of participants indicated that they could focus better and hence preferred the gamified task. These preliminary findings are relevant for designing neurofeedback games for individuals with ADHD.

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NeuroWizard: Investigating the Effect of Gamification on BCI Performance Among Adult Users with ADHD

  • Anita Vrins,
  • Michele Romani,
  • Paris Mavromoustakos-Blom,
  • Maryam Alimardani

摘要

Brain-Computer Interfaces (BCI) are systems that allow a user to transmit commands to a computer by using their brain activity. BCI systems are utilized in neurofeedback training interventions for people with Attention Deficit Hyperactivity Disorder (ADHD) to improve focused attention. However, repetitive training sessions can be dull or non-engaging for users. Gamified environments aim to enhance user motivation for BCI training, but for users with ADHD, they may also introduce distractions that could negatively impact task performance. This study explored how individuals with ADHD interacted with a gamified BCI task compared to a non-gamified standard one. In a within-subjects experiment, nine participants conducted an ERP-based BCI selection task with three difficulty levels in both “Gamified” and “Standard” environments. The two environments were compared in terms of user performance on the BCI task and user experience, measured by the Game Experience Questionnaire. The results indicated no difference in the user’s BCI accuracy between the two conditions, however, the Gamified environment scored higher on Sensory and Imaginative Immersion while scoring lower on the Negative Affect construct. Additionally, in the post-experiment interview, the majority of participants indicated that they could focus better and hence preferred the gamified task. These preliminary findings are relevant for designing neurofeedback games for individuals with ADHD.