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Games Improving Disorders of Attention Deficit and Hyperactivity

Games Improving Disorders of Attention Deficit and Hyperactivity
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Author(s): Andreia Espírito Santo (Computer Science and Communication Research Centre, Polytechnic Institute of Leiria, Portugal), Rui Rijo (Computer Science and Communication Research Centre, Polytechnic Institute of Leiria, Portugal & Institute for Systems and Computers Engineering at Coimbra, Portugal), João Monteiro (Computer Science and Communication Research Centre, Polytechnic Institute of Leiria, Portugal), Inês Henriques (Computer Science and Communication Research Centre, Polytechnic Institute of Leiria, Portugal), Ana Matos (Computer Science and Communication Research Centre, Polytechnic Institute of Leiria, Portugal), Carina Rito (Computer Science and Communication Research Centre, Polytechnic Institute of Leiria, Portugal), Paulo Costa (Serviço de Pediatria do Hospital de Santo André, Portugal)and Luís Marcelino (Computer Science and Communication Research Centre, Polytechnic Institute of Leiria, Portugal)
Copyright: 2012
Pages: 15
Source title: Handbook of Research on Serious Games as Educational, Business and Research Tools
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch060

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Abstract

In Portugal, there are between 35 000 to 75 000 children suffering from Attention Deficit Hyperactivity Disorder. The need to act prominently in children with these disorders suggests the creation of various serious games that can be executed with a computer, aiding affected children and assisting health professionals. This chapter presents two games that intend to help children to improve their capacity to speed information processing, enhance executive functions, and enhance use of working memory by performing a set of exercises presented in the form of educational games. It also enables the assisting physician to monitor the execution of these exercises. With the completion of the tasks of the games, children may, in an appealing way, improve their skills and thereby overcome their difficulties. This chapter presents the research methodology followed to the creation of the games, and the preliminary promising tests. Future research directions are also discussed.

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