Therapy computer games
In recent years, the topic of computer games for therapeutic use has come into scientific focus.
In principle, ADHD symptoms can be improved by therapy computer games1, e.g.
- Attention2
- Executive functions3
- cognitive functions (meta-analysis, k = 8 RCT)4
- the visual-spatial short-term memory
- the visual-spatial working memory
- However, improvements in behavioral aspects such as inhibition and monitoring were not statistically significant (meta-analysis, k = 8 RCT)4
A therapeutic computer game has already been approved by the FDA for ADHD.
- 1.10.1. EndeavorRx
- 1.10.2. Plan-It Commander
- 1.11.3. RECOGNeyes
- 1.10.4. Empowered Brain
- 1.10.5. AR-Therapist: Augmented Reality - Behavioral Therapy - Game Concept
- 1.10.6. The Secret Trail of Moon
- 1.10.7. Computer therapy games for other mental disorders
1.10.1. EndeavorRx
In June 2020, the FDA (US Food and Drug Administration) approved the first ever video game that can be prescribed by a doctor. It is used to treat ADHD.
180 children between the ages of 8 and 12 played EndeavorRx for 25 minutes 5 days a week for 4 weeks, 168 children played a game other than placebo. The mean change (SD) from baseline on the TOVA-API was 0.93 in the treatment group and 0.03 in the control group.5 The fact that the study was sponsored by the software manufacturer makes us skeptical. On the other hand, Faraone, one of the authors, is a very renowned scientist in the field of ADHD and The Lancet is a very renowned scientific journal.
A preliminary study also found evidence of a positive effect.6
AKL-T01 was developed as therapy software for clinical trials on children with ADHD.7 AKL-T01 had the following effects:
- Improvement in the Test of Variables of Attention (TOVA) - Attention Performance Index (API) with AKL-T01 without stimulants in children aged 8 to 128
- Improvements in ADHD-related impairments and symptoms in children aged 8 to 14 years over two four-week treatment periods9
EndeavorRx® is an improved application based on AKL-T01 marketed in the USA.7
The manufacturer describes further:
“EndeavourRx was granted clearance based on data from five clinical trials involving more than 600 children diagnosed with ADHD, including a prospective randomized controlled trial published in the Lancet Digital Health Journal, which showed that EndeavourRx improved objective measures of attention in children with ADHD. After four weeks of EndeavourRx treatment, one-third of the children no longer had a measurable attention deficit on at least one measure of objective attention. In addition, about half of the parents noted a clinically meaningful change in their child’s daily impairments after one month of treatment with EndeavourRx. This increased to 68% after a second month of treatment. The improvement in ADHD-HI impairments after one month of treatment with EndeavourRx was maintained for up to one month.”10
Another study, which is probably still ongoing, is investigating the effectiveness of the game over a longer application period of 2 months and the extent to which improvements persist after the end of treatment.
SDT-001 is an application that translates the language and expressions used in EndeavorRx® into Japanese.
An earlier Phase 2 study compared to a sham control (single-task device) found both groups showed improvements over time in total clinician-rated ADHD rating scale (ADHD-RS-IV) scores (ADHD-RS-T), as well as inattention (ADHD-RS-I) and hyperactivity/impulsivity (ADHD-RS-H) scores, with SDT-001 performing itndsentially (non-significantly) better7
In a Phase 3 study, SDT-001 showed a significantly greater improvement in physician assessment of inattention, hyperactivity and overall ADHD-RS-IV scores7
1.10.2. Plan-It Commander
The therapy computer game “Plan-It Commander” was/is developed by the authors of the studies mentioned below,11 so that the assessment of its effectiveness by independent studies remains to be seen. The symptoms that are said to have been improved in non-blinded studies are
- Time management (parent assessment)12
- Responsibility (parent assessment)12
- Working memory (parent assessment)12
- Planning and Organizational Skills (Parent Assessment)13 in girls overall and in boys with high Disorder of Social Behavior and low Hyperactivity.
1.11.3. RECOGNeyes
A small study found that people with ADHD who controlled the game RECOGNeyes with their eyes showed improvements in terms of
- Impulsiveness
- Response time
- Fixation gaze control
while the control group, who controlled the game with the mouse, showed no improvement.14
1.10.4. Empowered Brain
A very small preliminary study showed that the higher their ADHD symptoms were, the better people with ADHD completed the game parts of Empowered Brain.15 The software appears to be developed more from a diagnostic perspective.
1.10.5. AR-Therapist: Augmented Reality - Behavioral Therapy - Game Concept
One study describes a concept of an augmented reality game for the purpose of behavioral therapy for ADHD, including measurement of ADHD-relevant parameters.16
1.10.6. The Secret Trail of Moon
A report describes the development of this game for ADHD treatment.17
A study of n = 76 children reported significant improvement, particularly in the patients who were more engaged with the MOON treatment, in terms of:18
- Material organization
- Working memory
- Impulsiveness
However, the Global Strengths and Difficulties Questionnaire score did not improve by the hoped-for 3 points.
1.10.7. Computer therapy games for other mental disorders
Some therapy games are known for other therapeutic goals, e.g:
- Nevermind19
- Stress
- Measured stress (anxiety, trauma responses) makes playing conditions more difficult
- No “official” medical application
- Is controlled by biofeedback
- Elude20
- Depression
- Elude aims to raise awareness and provide information about depression. It is intended to be used in a clinical context as part of psycho-education to improve the understanding of friends and relatives about people suffering from depression, about what people with ADHD are going through.
- Treasure hunt2122
- Anxiety, aggression, depression
- Created specifically for therapeutic purposes
- Evaluated on 200 children by 41 therapists
- Supports the therapeutic work
- For children from 9 to 13 years
- Goals:
- Learn to distinguish between thoughts, feelings and behavior
- Replace negative thought patterns with positive ones
- Depression Quest23
- Depression
- In a selectable adventure, the player as a depressive tries to balance the illness, job, relationships and even treatment.
- Actual Sunlight24
- Depression
- A short interactive story about love and depression.
- Not suitable for children
- Sym25
- Social phobia is addressed in this game
- Rage Control26
- Aggression
- Developed by the Boston Children’s Hospital
- Uses active biofeedback
- Boson X
- Tetris
- Trauma prevention
- Non-therapy-oriented play
- Use within the first 6 hours after a potentially traumatizing experience, after players were asked to recall the event, reduced risk of traumatization29
- According to our (unverified) hypothesis, however, any mental activity and any media consumption that offers a light (!) mental activity (entertainment programs, entertainment films without dramas, light video games without social or violent components) could be suitable as trauma prophylaxis, provided they are used before the first sleep after the event. Of course, the content must not be thematically related to the event.
According to our idea, the potentially traumatizing experiences are (at least partially) “overwritten” or “relativized” in working and short-term memory by subsequent “light” media consumption before they can be transferred to long-term memory via the hippocampus during sleep. Against this background, it could be beneficial to delay the first sleep after a potentially traumatizing event for as long as possible, to promote an abundant consumption of less significant media and, if necessary, to give medication that reduces the activity of the hippocampus.
- According to our (unverified) hypothesis, however, any mental activity and any media consumption that offers a light (!) mental activity (entertainment programs, entertainment films without dramas, light video games without social or violent components) could be suitable as trauma prophylaxis, provided they are used before the first sleep after the event. Of course, the content must not be thematically related to the event.
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García-Redondo, García, Areces, Núñez, Rodríguez (2019): Serious Games and Their Effect Improving Attention in Students with Learning Disabilities. Int J Environ Res Public Health. 2019 Jul 11;16(14). pii: E2480. doi: 10.3390/ijerph16142480. ↥
Rodríguez Timaná LC, Castillo García JF, Bastos Filho T, Ocampo González AA, Hincapié Monsalve NR, Valencia Jimenez NJ (2024): Use of Serious Games in Interventions of Executive Functions in Neurodiverse Children: Systematic Review. JMIR Serious Games. 2024 Dec 18;12:e59053. doi: 10.2196/59053. PMID: 39693133; PMCID: PMC11694043. REVIEW ↥
Lee H, Lee S, Hwang M, Woo K (2025): Effectiveness of game-based digital intervention for attention-deficit hyperactivity disorder in children and adolescents: a systematic review and meta-analysis using Beard and Wilson’s conceptualization of perception in experiential learning. Eur Child Adolesc Psychiatry. 2025 Jun 16. doi: 10.1007/s00787-025-02788-5. PMID: 40522458. METASTUDY ↥ ↥
Kollins, DeLoss, Cañadas, Lutz, Findling, Keefe, Epstein, Cutler, Faraone (2020): A novel digital intervention for actively reducing severity of paediatric ADHD (STARS-ADHD): a randomised controlled trial. www.thelancet.com/digital-health Vol 2 April 2020 ↥
Davis NO, Bower J, Kollins SH (2018): Proof-of-concept study of an at-home, engaging, digital intervention for pediatric ADHD. PLoS One. 2018 Jan 11;13(1):e0189749. doi: 10.1371/journal.pone.0189749. PMID: 29324745; PMCID: PMC5764249. ↥
Mikami K, Miyajima T, Nishino R, Kawazoe N, Kinoshita Y, Okada T, Fukuju H (2025): Efficacy and safety of SDT-001, a dual-task digital device, in managing attention-deficit/hyperactivity disorder symptoms in children and adolescents: a phase 3, randomized, standard treatment-controlled study. Psychiatry Clin Neurosci. 2025 Aug;79(8):447-457. doi: 10.1111/pcn.13833. PMID: 40317565; PMCID: PMC12319664. ↥ ↥ ↥ ↥
Kollins SH, DeLoss DJ, Cañadas E, Lutz J, Findling RL, Keefe RSE, Epstein JN, Cutler AJ, Faraone SV (2020): A novel digital intervention for actively reducing severity of paediatric ADHD (STARS-ADHD): a randomised controlled trial. Lancet Digit Health. 2020 Apr;2(4):e168-e178. doi: 10.1016/S2589-7500(20)30017-0. PMID: 33334505. ↥
Kollins SH, Childress A, Heusser AC, Lutz J (2021): Effectiveness of a digital therapeutic as adjunct to treatment with medication in pediatric ADHD. NPJ Digit Med. 2021 Mar 26;4(1):58. doi: 10.1038/s41746-021-00429-0. PMID: 33772095; PMCID: PMC7997870. ↥
https://www.akiliinteractive.com/news-collection/akili-announces-endeavortm-attention-treatment-is-now-available-for-children-with-attention-deficit-hyperactivity-disorder-adhd-al3pw ↥
Bul, Franken, Van der Oord, Kato, Danckaerts, Vreeke, Willems, van Oers, van den Heuvel, van Slagmaat, Maras (2015): Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD. Games Health J. 2015 Dec;4(6):502-12. doi: 10.1089/g4h.2015.0021. ↥
Bul, Kato, Van der Oord, Danckaerts, Vreeke, Willems A, van Oers, Van Den Heuvel, Birnie, Van Amelsvoort, Franken, Maras (2016): Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial. J Med Internet Res. 2016 Feb 16;18(2):e26. doi: 10.2196/jmir.5173. ↥ ↥ ↥
Bul, Doove, Franken, Oord, Kato, Maras (2018): A serious game for children with Attention Deficit Hyperactivity Disorder: Who benefits the most? PLoS One. 2018 Mar 15;13(3):e0193681. doi: 10.1371/journal.pone.0193681. eCollection 2018. ↥
García-Baos, D’Amelio, Oliveira, Collins, Echevarria, Zapata, Liddle, Supèr (2019): Novel Interactive Eye-Tracking Game for Training Attention in Children With Attention-Deficit/Hyperactivity Disorder. Prim Care Companion CNS Disord. 2019 Jul 3;21(4). pii: 19m02428. doi: 10.4088/PCC.19m02428. ↥
Keshav, Vogt-Lowell, Vahabzadeh, Sahin (2019): Digital Attention-Related Augmented-Reality Game: Significant Correlation between Student Game Performance and Validated Clinical Measures of Attention-Deficit/Hyperactivity Disorder (ADHD). Children (Basel). 2019 May 28;6(6). pii: E72. doi: 10.3390/children6060072. n = 7 ↥
Alqithami, Alzahrani, Alzahrani, Mustafa (2019): AR-Therapist: Design and Simulation of an AR-Game Environment as a CBT for Patients with ADHD. Healthcare (Basel). 2019 Nov 15;7(4). pii: E146. doi: 10.3390/healthcare7040146. ↥
Rodrigo-Yanguas, Martin-Moratinos, Menendez-Garcia, Gonzalez-Tardon, Royuela, Blasco-Fontecilla (2021): A Virtual Reality Game (The Secret Trail of Moon) for Treating Attention-Deficit/Hyperactivity Disorder: Development and Usability Study. JMIR Serious Games. 2021 Sep 1;9(3):e26824. doi: 10.2196/26824. PMID: 34468332. ↥
Martin-Moratinos M, Bella-Fernández M, Rodrigo-Yanguas M, González-Tardón C, Li C, Wang P, Royuela A, Lopez-Garcia P, Blasco-Fontecilla H (2025): Effectiveness of a Virtual Reality Serious Video Game (The Secret Trail of Moon) for Emotional Regulation in Children With Attention-Deficit/Hyperactivity Disorder: Randomized Clinical Trial. JMIR Serious Games. 2025 Jan 8;13:e59124. doi: 10.2196/59124. PMID: 39773848; PMCID: PMC11754979. ↥
Brezinka (2011): „Schatzsuche“ – ein verhaltenstherapeutisches Computerspiel / “Treasure Hunt” – A Cognitive-Behavioural Computer Game, Psydoc ↥
Kahn, Ducharme, Rotenberg, Gonzalez-Heydrich (2013): “RAGE-Control”: A Game to Build Emotional Strength. Games Health J. 2013 Feb;2(1):53-7. doi: 10.1089/g4h.2013.0007. ↥
Kühn, Berna, Lüdtke, Gallinat, Moritz (2018): Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients. Front Psychol. 2018;9:129. doi:10.3389/fpsyg.2018.00129 ↥
Gupta, Desai, Wong (2018): Commentary: Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients. Front Psychol. 2018;9:1844. doi:10.3389/fpsyg.2018.01844 ↥
Iyadurai, Blackwell, Meiser-Stedman, Watson, Bonsall, Geddes, Nobre, Holmes (2018): Preventing intrusive memories after trauma via a brief intervention involving Tetris computer game play in the emergency department: a proof-of-concept randomized controlled trial; Molecular Psychiatry volume 23, pages 674–682, 2018 ↥