Olafur S. Palsson, Psy.D.Mindspire, LLC
Alan T. Pope, Ph.D.NASA Langley Research Center
John D. Ball, Ph.D. Marsha J. Turner, M.A.
Stephanie Nevin, M.S.Eastern Virginia Medical School
Roger DeBeus, Ph.D.Riverside EEG Biofeedback Services
Neurofeedback videogame ADHD technology: Results of the first concept study
Aims• This project was a randomized and controlled
technology concept study, funded by NASA’s Langley Research Center
• Assessed whether a new videogame biofeedback technology developed at NASA Langley Research Center was as effective as traditional neurofeedback in treating Attention-Deficit Hyperactivity Disorder (ADHD), and whether there were significant differences in its appeal as a clinical method compared to standard neurofeedback treatment
• The study was conducted in the Behavioral Medicine Clinic at Eastern Virginia Medical School
Subjects
• 22 children with ADHD of the hyperactive-impulsive subtype (DSM-IV criteria plus physician diagnosis)
• Age range: 9-13 years, 3 girls and 19 boys• All the children were on short-acting medications
for ADHD• The children had to be of at least normal
intelligence, and have no history of affective problems or learning disabilities
Design• The children were randomized to treatment groups:
videogame (n=11) vs. standard neurofeedback (n=11)• Children in both group completed 40 individual treatment
sessions, usually seen once or twice a week. • The children came for one test session before and after
treatment, where they completed QEEG, TOVA and neuropsychological tests.
• BASC Monitor data and actigraph (physical activity) data was collected pre-and post-treatment and every ten sessions
• Children in both groups were trained with a single active Czelectrode, with reference electrode and ground attached to the earlobes
Thought Technology Procomp+ hardware and Multitrace Software
Displays were bar graphs and simplefigures representing changes in SMR,beta and theta bands
Training consisted of fixed-length training intervals interspersed with listening, reading and unmodulatedvideogame playing
J&J I-330 EEG hardware, NASA-built modulation unit and a modified game controller used with a standard Playstation console
Training displays were EEGinfluenced off-the-shelf SonyPlaystation games
Training consisted of fixed-length training intervals interspersed with listening and reading
VIDEOGAME GROUP STANDARD GROUP
10 seconds
VibrationSignal Vibration Signal
Loss of Steering
Adj
usta
ble
Thre
shol
dfo
r Sha
pingSMR
Bet
a/(T
heta
+ A
lpha
)Full Racing Speed
Barely MovingAccelerator (X) Button Pressed
Adj
usta
ble
Off
set
for S
hapi
ng
Speed
Accelerator (X) ButtonPressed
70
75
80
85
90
95
100
70
75
80
85
90
95
100
p=.001
p<.002 p<.02
p<.02
PercentilesAttention Problems
PercentilesHyperactivity Symptoms
Videogame
Pre 10 20 30 40
BASC Monitor
Pre 10 20 30 40
Videogame
40
50
60
70
80
Pre 10 20 30 40
p=.005
p<.01
PercentilesInternalizing Problems
0
10
20
30
40
50
n.s
n.s
PercentilesAdaptive Skills
VideogameVideogame
Pre 10 20 30 40
BASC Monitor
TOVA:TOTAL PERCENTAGE OMISSION AND COMMISSION ERRORS
Omission % Comission %
0
1
2
3
4
5
6
7
8
PRE POST
Videogame n.s. (p<.09)
p<.05
0
1
2
3
4
5
6
7
8
9
10
PRE POST
Videogame p<.02
p<.02
PRE POST260
270
280
290
300
310
320
Videogame
p<.05p<.03
2
2.5
3
3.5
4
4.5
5
PRE POST
p<.004
p<.01
TOVA:TOTAL CORRECT RESPONSES AND D PRIME
Total # of correct responses D prime
Videogame
0
1
2
3
4
5
6
7
8
9
10
Satisfactionwith results
How much their children enjoyed coming for treatment
PARENT POST-TREATM.SATISFACTIONSURVEY
Game Standard Game Standard
p<.03N.S
0
1
2
3
4
5
6
7
8
9
10
Satisfactionwith results
How much theyenjoyed coming
for treatment
CHILDREN’S POST-TREATM.SATISFACTIONSURVEY
Game Standard Game Standard
p=.03N.S
0
10
20
30
40
50
60
70
80
90
POST-TREATM.SATISFACTIONSURVEY
ESTIMATES OF HOW MUCH(0-100%) ADHD PROBLEMS HAVE IMPROVED
FOLLOWING TREATMENT
Parent Ratings Children’s Ratings
Game Standard Game Standard
N.S.
p<.07
+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
DELTA: 0.50-4.00 Hz (-14%)
+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
THETA: 4.00-8.00 Hz (-30%)
+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
ALPHA: 8.00-13.00 Hz (15.02%)+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
SMR: 13.00-14.00 Hz (12.04%)
+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
BETA: 14.00-21.00 Hz (117.17%)
Videogame Group: QEEG Treatment Changes
Standard Group: QEEG Treatment Changes
+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
DELTA: 0.50-4.00 Hz (3.97%)
+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
THETA: 4.00-8.00 Hz (5.76%)
+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
ALPHA: 8.00-13.00 Hz (58.36%)+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
SMR: 13.00-14.00 Hz (2.40%)
+2.0+1.8+1.5+1.3+1.0+0.8+0.5+0.30-0.3-0.5-0.8-1.0-1.3-1.5-1.8-2.0
BETA: 14.00-21.00 Hz (29.51%)
40
45
50
55
60
65
70
Pre Post
n.s.
n.s.
Videogame
Personality Inventoryfor Children (PIC)
Hyperactivity
Summary of Findings• Both the videogame and standard neurofeedback
groups improved significantly on most main ADHD outcome measures. No significant difference in treatment change was seen in group comparisons
• Parents’ subjective appraisal of treatment effect on ADHD was more positive for the videogame group
• The videogame treatment was rated significantly more enjoyable by both parents and children
• Trends on pre-post QEEG change maps indicate that the videogame training may have advantages in creating more quantitative EEG effect in the therapeutic direction
Conclusions
• We conclude that the videogame biofeedback technology, as implemented in the NASA prototype tested, produces equivalent results to standard neurofeedback in effects on ADHD problems
• Both the videogame and standard neurofeedback improve the functioning of children with ADHD substantially above the benefits of medication
• The videogame technology provides advantages over standard neurofeedback treatment in terms of enjoyability for the children and positive parent perception, and possibly has stronger quantitative post-treatment effects on EEG
Advantages of videogame biofeedback• Inherently motivating, keeps trainees on task continually• Blends sophisticated neurofeedback (or biofeedback)
training into popular entertainment in such subtle ways that none of the entertainment value is lost and EEG biofeedback is no longer a chore but a treat
• Allows individuals to select the games that they like best, making sure that the games stay current and are suitable for each person’s gender and developmental level
• Can be used largely without clinician involvement or effort – making group treatment or properly arranged home use easy
• Is inexpensive technology, as game software does not have to be written for EEG biofeedback