Virtual Reality and Chess. A Video Game for cognitive training in









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Virtual Reality and Chess. A Video Game for cognitive training in

(TSTM)- which is based on a set of Virtual Reality (VR) exercises allied with a gamified version of chess. The combination of VR
paper


210799 Virtual Reality and Chess. A Video Game for cognitive training in Virtual Reality and Chess. A Video Game for cognitive training in patients with ADHD

Rodrigo-Yanguas, M.

1[0000-0001-6118-2395], Martin-Moratinos, M. 1[0000-0003-1328-1369],

Gonzalez-Tardon, C.

2[0000-0001-9433-0577], Blasco-Fontecilla, H. 1, 3, 4, 5[0000-0002-2864-6298],

1 Department of Psychiatry, Puerta de Hierro University Hospital-IDIPHIPSA, Maja- dahonda, Spain

2 Tecnocampus - Pompeu Fabra University, Mataro, Spain.

3 Biomedical Research Centre in Mental Health Net (CIBERSAM), Madrid, Spain

4 Autonoma University of Madrid, Madrid, Spain

5 ITA Mental Health, Madrid, Spain

* Corresponding author to whom reprint requests should be sent: Hilario Blasco-

Fontecilla, M.D., Ph.D., hmblasco@yahoo.es Abstract. Objective: The treatment of ADHD is multimodal: Pharmacological, psychoeducational and psychotherapy, mainly cognitive-behavior therapy. Un-

fortunately, cognitive therapy is expensive and unattractive for some patients diagnosed with ADHD, which might lead to halting therapy. To alleviating this deficit, we have created a therapeutic video game -The Secret Trail of Moon (TSTM)-, which is based on a set of Virtual Reality (VR) exercises allied with a gamified version of chess. The combination of VR, video game and chess al- lows a greater immersion of cognitive load and training, adherence and trans- ference to daily life. Materials and Methods: The video game is based on both Thomas Brown's model of executive dysfunction in ADHD patients and Barkley's model of Be- havioral Inhibition in these patients. TSTM is composed of 6 different mechan- ics aimed at working with: attention, memory, planning, visuospatial capacity, impulse control and reasoning. The technology used has been VR goggles, an actual gaming console and a standalone application. The software runs on a

PlayStation 4 test device Results: TSTM has been elaborated in three phases: 1) Theoretical foundation,

design and programming; 2) Validation and proof of concept phase; 3) Clinical trial phase. The validation and proof of concept phase allowed us to improve TSTM according to the users' experience in order to achieve a more powerful cognitive training. Currently, TSTM is its third phase. The main hypothesis is

that TSTM training produces improvements in patients with ADHD. Conclusions: This article shows the first steps and development of TSTM. Cur-rently, TSTM is undergoing its first clinical trial to demonstrate clinical effica-

cy to treat ADHD patients. Keywords: Video Games, Reality Virtual, Chess, ADHD, cognitive training. Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).

2

1 Introduction

In the last 50 years, the boom of video games as a recreational form is being exponen- tial. However, it is only recently that they have begun to be used successfully as a therapeutic tool in mental health [1,2]. One of the main reasons for the success is the playful character of video games which favours the adherence to the treatment [3,4]. In particular, serious video games have begun to be used for the treatment of At- tention Deficit Hyperactivity Disorder (ADHD) [58]. ADHD is a neurodevelopmen- tal pathology with a large genetic component affecting between 4-7% of the entire worldwide child population [9,10]. ADHD is characterized by inattention, hyperactiv- ity and impulsivity which is not appropriate to age and should appear in two or more areas of the subject's life [9]. ADHD is more frequent in males, with a male: female ratio of 3:1 [11]. Clinical guidelines recommend multimodal treatment as the first therapeutic op- tion. Multimodal treatment includes a combination of different proportions of: 1) Pharmacological treatment; 2) psychoeducational treatment (parents and teachers); and 3) Psychotherapy, mainly cognitive-behavioral psychotherapy [12]. Currently, cognitive-behavioural treatment is expensive and often unattractive to patients with ADHD, thus leading to difficulties to adhere to treatment and the abandonment of therapy on many occasions. For this reason, several authors are investigating new, more attractive, cheap and effective alternative tools for treating ADHD. To this end, we have designed a thera- peutic video game using virtual reality (VR). The novelty of our video game "The Secret Trail of Moon" (TSTM) is that we inclused a gamified version of chess at the very core of the video game. We used chess as a gamified excuse of training execu- tive functions. Chess is an ancestral game based on simple rules but demands a high cognitive load including attentional processes, executive functions, and memory, among others [13,14]. Recently, chess has begun to be used as a tool for cognitive stimulation in the treatment of different mental health disorders [1518]. In 2009, Demily conducted a pilot study with a control group of patients with schizophrenia. These patients attend- ed chess sessions for 10 hours. The results showed how the patients in the chess group had a significant improvement in their executive functions [15]. In 2014, Gonçalves and his group conducted a pilot study with a control group of cocaine patients. The patients in the chess group received 10 chess sessions. The results showed that these patients had a significant improvement in their working memory and emotional con- trol [16]. In 2016, Blasco-Fontecilla et al. conducted a pilot study without a control group with children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). The results showed that there was an improvement in the core symptoms of parent-reported ADHD [17]. Recently, in 2019 Nakao has published a systematic review on the benefits of playing board games (chess, go game and shogi) as a thera- peutic tool for mental disorders [18]. The recent success of chess as a cognitive tool in mental health is due to its playfulness, adherence and low cost. On the other hand, VR offers three advantages compared to the use of 2D video games: [17,18] 1) Immersion in the video game in order to keep the patient's attention 3 focused; 2) The novelty and low accessibility to the use of Virtual Reality games, compared to 2D games, produces greater motivation and adherence to treatment due to the reinforcement produced by the use of Virtual Reality games; and 3) Better transference to daily life,since they are used on a regular basis for training in other areas, such as human resources, phobias and others. The aim of TSTM is to create an innovative, more immersive and motivating ther- apeutic tool for the cognitive treatment of patients diagnosed with ADHD.

2 Methods

2.1 Theoretical basis of TSTM

TSTM is a therapeutic video game based on VR for the cognitive training in patients with ADHD.

Table 1. Description of TSTM features

Features Focus

Target population Patients diagnosed with ADHD

Non-presciption Patients diagnosed with epilepsy

Age Over 12 years old

Target player Individual

Clinical or parental

support is need

Clinical support is needed

Short description on

the objective of the TSTM TSTM aimed at cognitive training of the main deficit areas of pa- tients with ADHD

Cognitive training

areas Attention, working memory, visuospatial ability, planning, impulse control and reasoning.

Theoretical psycho-

logical models Virtual Reality and Chess. A Video Game for cognitive training in patients with ADHD

Rodrigo-Yanguas, M.

1[0000-0001-6118-2395], Martin-Moratinos, M. 1[0000-0003-1328-1369],

Gonzalez-Tardon, C.

2[0000-0001-9433-0577], Blasco-Fontecilla, H. 1, 3, 4, 5[0000-0002-2864-6298],

1 Department of Psychiatry, Puerta de Hierro University Hospital-IDIPHIPSA, Maja- dahonda, Spain

2 Tecnocampus - Pompeu Fabra University, Mataro, Spain.

3 Biomedical Research Centre in Mental Health Net (CIBERSAM), Madrid, Spain

4 Autonoma University of Madrid, Madrid, Spain

5 ITA Mental Health, Madrid, Spain

* Corresponding author to whom reprint requests should be sent: Hilario Blasco-

Fontecilla, M.D., Ph.D., hmblasco@yahoo.es Abstract. Objective: The treatment of ADHD is multimodal: Pharmacological, psychoeducational and psychotherapy, mainly cognitive-behavior therapy. Un-

fortunately, cognitive therapy is expensive and unattractive for some patients diagnosed with ADHD, which might lead to halting therapy. To alleviating this deficit, we have created a therapeutic video game -The Secret Trail of Moon (TSTM)-, which is based on a set of Virtual Reality (VR) exercises allied with a gamified version of chess. The combination of VR, video game and chess al- lows a greater immersion of cognitive load and training, adherence and trans- ference to daily life. Materials and Methods: The video game is based on both Thomas Brown's model of executive dysfunction in ADHD patients and Barkley's model of Be- havioral Inhibition in these patients. TSTM is composed of 6 different mechan- ics aimed at working with: attention, memory, planning, visuospatial capacity, impulse control and reasoning. The technology used has been VR goggles, an actual gaming console and a standalone application. The software runs on a

PlayStation 4 test device Results: TSTM has been elaborated in three phases: 1) Theoretical foundation,

design and programming; 2) Validation and proof of concept phase; 3) Clinical trial phase. The validation and proof of concept phase allowed us to improve TSTM according to the users' experience in order to achieve a more powerful cognitive training. Currently, TSTM is its third phase. The main hypothesis is

that TSTM training produces improvements in patients with ADHD. Conclusions: This article shows the first steps and development of TSTM. Cur-rently, TSTM is undergoing its first clinical trial to demonstrate clinical effica-

cy to treat ADHD patients. Keywords: Video Games, Reality Virtual, Chess, ADHD, cognitive training. Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).

2

1 Introduction

In the last 50 years, the boom of video games as a recreational form is being exponen- tial. However, it is only recently that they have begun to be used successfully as a therapeutic tool in mental health [1,2]. One of the main reasons for the success is the playful character of video games which favours the adherence to the treatment [3,4]. In particular, serious video games have begun to be used for the treatment of At- tention Deficit Hyperactivity Disorder (ADHD) [58]. ADHD is a neurodevelopmen- tal pathology with a large genetic component affecting between 4-7% of the entire worldwide child population [9,10]. ADHD is characterized by inattention, hyperactiv- ity and impulsivity which is not appropriate to age and should appear in two or more areas of the subject's life [9]. ADHD is more frequent in males, with a male: female ratio of 3:1 [11]. Clinical guidelines recommend multimodal treatment as the first therapeutic op- tion. Multimodal treatment includes a combination of different proportions of: 1) Pharmacological treatment; 2) psychoeducational treatment (parents and teachers); and 3) Psychotherapy, mainly cognitive-behavioral psychotherapy [12]. Currently, cognitive-behavioural treatment is expensive and often unattractive to patients with ADHD, thus leading to difficulties to adhere to treatment and the abandonment of therapy on many occasions. For this reason, several authors are investigating new, more attractive, cheap and effective alternative tools for treating ADHD. To this end, we have designed a thera- peutic video game using virtual reality (VR). The novelty of our video game "The Secret Trail of Moon" (TSTM) is that we inclused a gamified version of chess at the very core of the video game. We used chess as a gamified excuse of training execu- tive functions. Chess is an ancestral game based on simple rules but demands a high cognitive load including attentional processes, executive functions, and memory, among others [13,14]. Recently, chess has begun to be used as a tool for cognitive stimulation in the treatment of different mental health disorders [1518]. In 2009, Demily conducted a pilot study with a control group of patients with schizophrenia. These patients attend- ed chess sessions for 10 hours. The results showed how the patients in the chess group had a significant improvement in their executive functions [15]. In 2014, Gonçalves and his group conducted a pilot study with a control group of cocaine patients. The patients in the chess group received 10 chess sessions. The results showed that these patients had a significant improvement in their working memory and emotional con- trol [16]. In 2016, Blasco-Fontecilla et al. conducted a pilot study without a control group with children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). The results showed that there was an improvement in the core symptoms of parent-reported ADHD [17]. Recently, in 2019 Nakao has published a systematic review on the benefits of playing board games (chess, go game and shogi) as a thera- peutic tool for mental disorders [18]. The recent success of chess as a cognitive tool in mental health is due to its playfulness, adherence and low cost. On the other hand, VR offers three advantages compared to the use of 2D video games: [17,18] 1) Immersion in the video game in order to keep the patient's attention 3 focused; 2) The novelty and low accessibility to the use of Virtual Reality games, compared to 2D games, produces greater motivation and adherence to treatment due to the reinforcement produced by the use of Virtual Reality games; and 3) Better transference to daily life,since they are used on a regular basis for training in other areas, such as human resources, phobias and others. The aim of TSTM is to create an innovative, more immersive and motivating ther- apeutic tool for the cognitive treatment of patients diagnosed with ADHD.

2 Methods

2.1 Theoretical basis of TSTM

TSTM is a therapeutic video game based on VR for the cognitive training in patients with ADHD.

Table 1. Description of TSTM features

Features Focus

Target population Patients diagnosed with ADHD

Non-presciption Patients diagnosed with epilepsy

Age Over 12 years old

Target player Individual

Clinical or parental

support is need

Clinical support is needed

Short description on

the objective of the TSTM TSTM aimed at cognitive training of the main deficit areas of pa- tients with ADHD

Cognitive training

areas Attention, working memory, visuospatial ability, planning, impulse control and reasoning.

Theoretical psycho-

logical models