The Neuro-Gaming Revolution: Biofeedback and Digital Therapeutics in the Management of ADHD and Cognitive Focus

The Neuro-Gaming Revolution: Biofeedback and Digital Therapeutics in the Management of ADHD and Cognitive Focus

The intersection of interactive entertainment and clinical neuroscience has given rise to a transformative field known as neuro-gaming. This domain, situated within the broader context of digital therapeutics (DTx), leverages the inherent engagement of video games to deliver evidence-based interventions for Attention-Deficit/Hyperactivity Disorder (ADHD) and related cognitive impairments.1 For decades, the primary management of ADHD has been dominated by a combination of pharmacotherapy—specifically stimulants—and traditional behavioural coaching. While effective for many, these methods face persistent challenges, including medication side effects, high costs of one-on-one therapy, and the logistical difficulties of ensuring consistent patient adherence.4 Neuro-gaming addresses these gaps by utilising biofeedback and neurofeedback to retrain the brain’s self-regulatory mechanisms through a medium that is naturally appealing to children and adolescents.6

At its core, neuro-gaming is built on the principle of neuroplasticity: the brain’s capacity to reorganise its neural pathways in response to targeted, repetitive stimuli.8 By integrating sensors that monitor physiological signals—such as brainwave activity via electroencephalography (EEG) or heart rate variability (HRV)—these games create a closed-loop system.4 In this system, the game’s environment responds in real-time to the player’s internal state. When a player achieves a state of calm focus, the game progresses; when their attention wanders or their physiological arousal spikes, the game pauses or becomes more challenging.11 This immediate feedback loop facilitates operant conditioning, essentially teaching the brain to “stay in the zone” to achieve virtual rewards.11 As this technology moves from proof-of-concept to FDA-authorised medical devices, it is reshaping our understanding of how neurological disorders can be managed through software-as-a-medical-device (SaMD).14

The Neurological Foundations of Attention and Biofeedback

To understand why neuro-gaming is an effective intervention, one must examine the neurological architecture of attention. ADHD is often characterised by specific patterns of brain activity, particularly in the frontal and frontoparietal networks, which govern executive functions such as inhibition, working memory, and cognitive flexibility.16 A common clinical finding in individuals with ADHD is an elevated theta/beta ratio.11 Theta waves ( Hz) are generally associated with states of drowsiness or daydreaming, while beta waves ( Hz) are linked to active, focused concentration.4

Neurofeedback, a specialised form of biofeedback, focuses on the central nervous system (CNS) by monitoring these brainwave frequencies.9 During a neuro-gaming session, sensors placed on the scalp or arm read these electrical signals without introducing any electricity into the body.11 The game acts as a “conductor,” providing cues that help the brain harmonise its own activity.11 By rewarding the production of beta waves and inhibiting the dominance of theta waves, the brain builds stronger, more efficient pathways for focus and self-regulation.8

Table 1: Physiological Markers and Game Response Mechanisms

Physiological MarkerSensor TypeTarget State in ADHDGame Intervention Mechanism
Theta WavesEEG (Scalp/Arm)SuppressionGame pauses, or screen dims when levels rise 8
Beta WavesEEG (Scalp/Arm)EnhancementGame progresses, or scores increase when levels are optimal 4
Heart Rate (HRV)Optical/Chest StrapStability/CalmIn-game difficulty adjusts; character “freezes” if HR spikes 12
Muscle TensionsEMGRelaxationVisual feedback provided to reduce physical impulsivity 9
Attention IndexCombined AlgorithmConsistencyReal-time “Attention Meter” controls gameplay speed 15

Biofeedback extends beyond brainwaves to the peripheral nervous system (PNS), addressing the physiological arousal that often manifests as impulsivity or emotional dysregulation.9 Heart rate biofeedback, for instance, focuses on the autonomic nervous system. Children with ADHD often struggle with emotional “meltdowns” or low frustration tolerance. By visualising their heart rate in a game, they learn to recognise the physical sensations of rising anger or anxiety before it leads to an outburst.12

Reward Systems and Behavioural Reinforcement in Gaming Environments

The transition from a clinical exercise to a game is not merely an aesthetic choice; it is a fundamental shift in behavioural reinforcement strategy. Children and adolescents with ADHD frequently exhibit altered reward sensitivity, which can make long-term goals less motivating than immediate feedback.22 Neuro-gaming leverages this by providing continuous, real-time reinforcement within the gameplay loop. Research indicates that the specific nature of these rewards significantly influences their effectiveness.22

Studies comparing different reward types found that material rewards (such as virtual coins) are generally more effective than symbolic rewards (like digital badges) for improving inhibitory control in children with ADHD.22 This is attributed to the “tangibility” of the reward within the game’s economy. Furthermore, psychological feedback, such as verbal praise or social recognition within the game environment, has been shown to outperform automated badge rewards in sustaining long-term interest.22 By using these rewards as reinforcers, neuro-gaming can help normalise inhibitory control to a baseline level that is manageable in daily life.22

Table 2: Efficacy of Reward Types in Cognitive Training

Reward TypeFormatEffectiveness (Inhibitory Control)Key Research Finding
Material RewardVirtual CoinsHighStrongest effect in Stop-Signal and Inhibition Conflict tasks 22
Social RewardVerbal EncouragementHighOutperforms badges in maintaining effort over time 22
Symbolic RewardDigital BadgesModerateUseful for long-term goal setting but less effective for immediate task focus 22
Token RewardGeneric PointsModerateLess effective than specific material rewards like “coins” 22

These rewards serve as a bridge between the clinical goal (e.g., “focus for 20 minutes”) and the child’s personal motivation (“level up my character”).22 Feedback is provided in two distinct ways: real-time feedback, which is continuous and helps the player adjust behavior moment-to-moment, and summary rewards, which are given after a performance review to reinforce long-term progress.20 This dual-layer feedback system is essential for neuroplasticity, as it ensures that correct behaviours are repeatedly practised and strengthened through positive associations.8

Clinical Case Study: EndeavorRx and the Path to FDA Authorisation

The most prominent example of neuro-gaming in a clinical setting is EndeavorRx, developed by Akili Interactive. This platform is notable not just for its gameplay but for its status as the first and only FDA-authorised prescription video game for treating inattention in children with ADHD.13 The authorisation followed a rigorous review process through the FDA’s de novo pathway, creating a new class of digital therapeutics.10

EndeavorRx is built on the Selective Stimulus Management Engine (SSME™), a technology designed to target and activate specific neural systems in the prefrontal cortex—the part of the brain responsible for cognitive control.13 The game requires players to navigate a character through an obstacle course while simultaneously responding to specific targets and ignoring distractions.14 This “multitasking” approach is intentional; it forces the brain to manage competing sensory inputs and motor challenges, effectively exercising the cognitive “muscles” involved in attention.14

Table 3: Summary of STARS-ADHD Clinical Trial Data for EndeavorRx

Outcome MeasureEndeavorRx Group ChangeControl Group ChangeStatistical Significance
TOVA API (Attention) 10
Parent-Reported Impairment (IRS)Significant ImprovementSignificant ImprovementNo group difference 17
Clinician-Reported SymptomsImprovementImprovementNo group difference 17
Serious Adverse EventsSafe 10
Adverse Event Rate (minor)Low risk 15

The clinical data from the STARS-ADHD trials revealed that after four weeks of treatment (typically 25 minutes a day, five days a week), one-third of the children no longer had a measurable attention deficit on at least one objective measure of attention.13 Furthermore, extended usage showed cumulative benefits: 68% of parents reported improvements in their child’s daily impairments after two months of use.26 However, it is important to note that while objective attention improved significantly, traditional behavioural symptoms like hyperactivity did not always show the same level of change, highlighting the game’s specific focus on the cognitive components of attention.10

Emotional Self-Regulation: The Mightier Biofeedback Platform

While EndeavorRx focuses primarily on the cognitive control networks, Mightier targets the emotional dysregulation that is common in ADHD, autism, and other behavioural conditions.21 Developed as a spin-out from Boston Children’s Hospital, Mightier uses heart rate biofeedback to teach children how to manage their “fight or flight” response.27 Emotional regulation is the ability to monitor and manage one’s internal state, and for many children with ADHD, this “internal thermostat” is difficult to control.12

Mightier functions by pairing a wearable heart rate monitor with a library of existing games. As the child plays, the game monitors their heart rate. If their heart rate exceeds a personalised threshold—indicating they are becoming frustrated or over-excited—the game environment changes to make it more difficult or pauses entirely.12 To continue playing, the child must use “calming strategies,” such as deep breathing, to lower their heart rate back into the “cool zone”.12 This turns the physiological act of calming down into a necessary mechanic for winning the game.12

Table 4: Behavioural Outcomes for Families Using Mightier

MetricReported ResultData Source
Reduction in OutburstsRetrospective Analysis 12
Improvement in Oppositional BehaviourSignificantParent Report (CGI-I) 27
Parental Stress ReductionSignificantClinical Pilot 28
Integration with Therapy (ABA) more effective than therapy aloneComparative Study 12
User Success Rate Of families see improvements in 90 daysConsumer Report 12

The strength of this approach lies in its ability to translate virtual skills into real-world behaviour. Clinical studies and retrospective data analysis of over 100,000 families suggest that the practice of calming down during gameplay helps children internalise these strategies.12 Families reported significant reductions in aggressive behaviour and irritability, with 87% seeing positive behavioural changes within three months.12 This suggests that biofeedback-based gaming can be a powerful adjunct to traditional therapies like Dialectical Behavioural Therapy (DBT) or Applied Behaviour Analysis (ABA).12

Play Attention: NASA-Inspired Executive Function Training

Another significant player in the neuro-gaming space is Play Attention, a system that combines neurofeedback with cognitive skills training and behavioural shaping.19 Play Attention differentiates itself by using “BodyWave” technology—a sensor inspired by NASA’s astronaut training program—to measure brainwave activity through an arm-worn device rather than a traditional headset.19 This technology was originally developed to monitor pilots’ attention levels during long-duration flight simulations.21

Play Attention is designed to address the “Superpowers” of the ADHD brain—such as hyper-focus and creativity—while strengthening the underlying executive functions like working memory and impulse control.19 In this system, the player’s mind literally controls the game action. For example, in a game where a character must perform a task, the character will only move if the “attention meter” is high. If the player becomes distracted, the meter drops, and the game halts.19

Table 5: Comparative Efficacy of Play Attention vs. Traditional Brain Training

Evaluation CategoryPlay Attention ResultTraditional App ResultImprovement Factor
Attention IncreaseHighLow more effective 19
Executive FunctionHighLow more effective 19
Behavioral ImprovementHighModerate more effective 19
Academic PerformanceSignificantMinor more effective 19

Research conducted over three decades suggests that Play Attention can lead to significant real-world improvements. In a quasi-experimental study, students using Play Attention showed a marked decrease in hyperactive behaviours and a statistically significant increase in sustained attention and behavioural control.29 Some studies even indicated that a subset of participants were able to reduce or stop their reliance on ADHD medication after completing the program.19 This underscores the potential of neuro-gaming to serve not just as a support tool, but as a foundational intervention for neurodevelopmental disorders.19

The “Far Transfer” Debate: Can Virtual Skills Solve Real-World Problems?

One of the most contentious issues in the field of neuro-gaming and cognitive training is the “far transfer” effect. In clinical research, “near transfer” refers to improvements in tasks that are similar to the training (e.g., getting better at a specific attention-based video game).18 “Far transfer” refers to the translation of those skills into generalised, real-world benefits, such as a child remembering their homework, following multi-step instructions, or controlling their temper in the classroom.18

While many games successfully demonstrate near transfer, the evidence for far transfer is more variable.18 Some meta-analyses have found only modest effects on behavioural symptoms compared to more robust improvements in laboratory measures of attention.6 Critics argue that some gains reported by parents may be due to “rater expectation bias”—the tendency of parents who are invested in a new treatment to perceive improvements that may not be objectively present.18

Table 6: Comparison of Transfer Effects in ADHD Digital Interventions

Transfer LevelMeasurement MethodEfficacy Level in LiteratureImplications
Near TransferTOVA, Computerised CPTs, Game ScoresHigh / ConsistentValidates that the brain can learn the specific task 18
Mid-Range TransferCognitive tests (e.g., n-back, digit span)Moderate / MixedSuggests some generalisation of cognitive skills 16
Far TransferParent/Teacher symptom scales, Academic gradesLow / Unconvincing for someThe “Holy Grail” of treatment remains difficult to prove 18

The discrepancy between objective test results and behavioural reports is a major factor in the current medical and insurance landscape. For a digital therapeutic to be considered a standard of care, it must demonstrate that it results in a “net health outcome” improvement that is as beneficial as established alternatives like medication or behavioural therapy.17 Currently, the lack of consistent, high-quality data showing far transfer beyond game-like situations remains a hurdle for widespread clinical recommendations.17

Regulatory and Economic Realities: Insurance and Accessibility

The commercialisation of neuro-gaming has outpaced the regulatory and insurance framework required to make these tools accessible to everyone. Even for an FDA-cleared device like EndeavorRx, the path to coverage is complex. Most major health insurance plans, including Medicare Advantage and many commercial products, currently classify these digital therapeutics as “investigational” or “not medically necessary”.17

The primary reason for non-coverage cited by insurers is the “insufficient evidence” of real-world behavioural improvement.17 For example, a Blue Cross Blue Shield of Rhode Island policy noted that while EndeavorRx improved computerised attention scores, it did not significantly outperform a control group on parent-rated behavioural symptoms.17 This gap between clinical “data” and real-world “functioning” creates a barrier to reimbursement, often leaving families to pay out-of-pocket for these technologies.15

Table 7: Market and Access Data for Top Neuro-Gaming Platforms

PlatformFDA StatusCost / ModelTarget AgeDelivery Method
EndeavorRxAuthorised (Prescription)~$99 per month8-17 yearsiOS/Android App 26
MightierNon-PrescriptionSubscription / Retail6-14 yearsApp + Heart Rate Band 21
Play AttentionNon-PrescriptionSystem Purchase / ProAll agesComputer + Arm Sensor 19
Focus PocusResearch-BackedVaries7-13 yearsIntegrated EEG Game 1

Despite these challenges, the market is growing rapidly. The use of Health Savings Accounts (HSA) and Flexible Spending Accounts (FSA) has provided a bridge for some families, and the demand for non-pharmacological alternatives continues to rise.15 Manufacturers are increasingly focusing on “digital phenotyping”—using the data collected during gameplay to provide clinicians with detailed reports on patient progress, which may eventually provide the evidence base needed for broader insurance coverage.1

Professional Opinions: Complementary vs. Alternative Treatment

Among neurologists and psychologists, neuro-gaming is generally viewed as a complementary treatment—one that works alongside existing therapies—rather than a total alternative to medication.4 While medication is highly effective at managing acute symptoms of hyperactivity and inattention by altering brain chemistry, it does not “teach” the brain how to focus or regulate emotions.4 Neuro-gaming, by contrast, focuses on building the skills and neural pathways that can lead to long-term self-regulation.5

Some professionals express excitement about the potential for “functional neurology” to empower the ADHD brain.35 Rather than viewing ADHD as a disorder that needs to be suppressed, this approach sees it as a unique pattern of brain function that can be refined and channelled productively.35 By harnessing traits like hyper-focus and creativity through structured neurological development, neuro-gaming can help individuals reach their full potential without the side effects often associated with long-term stimulant use.4

However, a cautious approach is recommended. Experts advise that families should track specific symptoms before and during use to determine if the therapy is actually working for their child.34 It is also crucial to ensure that digital therapy does not replace established treatments that are already proving effective.4 The consensus is that neuro-gaming is most successful when used as part of a multi-disciplinary approach involving primary care, mental health specialists, and the educational system.23

Safety and Side Effects of Digital Therapeutics

One of the most significant advantages of neuro-gaming over pharmacotherapy is its safety profile. In the clinical trials supporting EndeavorRx, there were zero serious adverse events reported.10 The side effects that did occur were generally mild and transient, meaning they disappeared shortly after the treatment ended.14

The most commonly reported side effect is decreased frustration tolerance (affecting about 2-3% of users), followed by headaches (affecting about 1-2%).10 These are often attributed to the high cognitive demand of the games; essentially, the brain is being “worked out,” which can lead to fatigue.10 Other infrequent side effects include dizziness, nausea, eye strain, or emotional reactions.14

Table 8: Adverse Event Frequency in EndeavorRx Clinical Trials

Adverse EventReported FrequencySeverityMitigation Strategy
FrustrationMild/TransientPause treatment; use in a quiet room 10
HeadacheMild/TransientEnsure hydration; limit screen time 10
Emotional ReactionMild/TransientParental supervision during use 10
AggressionRareConsult a clinician if persistent 14
SeizuresN/AContraindicated for photosensitive epilepsy 15

Manufacturers caution that these games may not be appropriate for individuals with photosensitive epilepsy or certain physical limitations that restrict the use of a mobile device.14 Additionally, because these treatments require intense focus, it is recommended that they be used in a quiet, distraction-free environment to minimise the risk of overstimulation.15

Future Trends: AI, VR, and the 2030 Outlook

The field of neuro-gaming is on the cusp of a major evolution, driven by advancements in Artificial Intelligence (AI) and Extended Reality (XR).37 The global market for AR and VR is expected to grow at a compound annual growth rate of 22% between 2025 and 2030, with a significant portion of that growth occurring in the healthcare sector.37

AI integration will allow for unprecedented levels of personalisation in neuro-gaming. Current adaptive algorithms adjust difficulty based on performance, but future AI-driven systems will be able to analyse user preferences and behaviours to modify the virtual environment dynamically.39 This could mean a game that senses a player’s boredom or rising anxiety and automatically changes its pace or visual style to maintain the optimal “flow state” for learning.39

Table 9: Future Technological Integrations in Neuro-Gaming (2025-2030)

TechnologyImplementationPotential Impact on ADHD
Generative AIAdaptive environments and lifelike NPC interactionsIncreased engagement and social skills practice 37
VR Hyper-RealismMultisensory engagement (touch, smell)Reduced the gap between “near” and “far” transfer 38
AR GlassesDigital overlays on the physical worldReal-time focus prompts during school or work 37
Social VRShared virtual spaces for eventsPractice for collaborative attention in groups 39
BCI EvolutionThought-controlled interactionsRemoves motor-skill barriers for those with coordination issues 40

Virtual Reality (VR) is particularly promising for addressing the “far transfer” problem. By placing the child in a hyper-realistic virtual classroom, the game can train attention in the exact setting where it is most needed.38 These simulations can include distractions—such as a virtual student talking or a lawnmower outside the window—allowing the child to practice ignoring relevant cues in a safe, risk-free environment.39 Furthermore, the emergence of brain-computer interfaces (BCIs) that allow users to control these environments with their thoughts alone will likely make these therapies accessible to individuals with physical disabilities who cannot use traditional controllers.40

Conclusion

Neuro-gaming and biofeedback-based digital therapeutics represent one of the most exciting frontiers in modern mental health. By combining the engaging power of video games with the scientific rigour of neurofeedback, these platforms offer a non-invasive, safe, and potentially life-changing tool for the management of ADHD. While they are currently considered complementary rather than a replacement for traditional treatments, the data suggest that they can provide significant improvements in objective attention, emotional regulation, and executive function.

The challenges ahead—including proving “far transfer” to real-world behavioural outcomes and navigating the complex insurance landscape—are significant but not insurmountable. As technology continues to advance, the integration of AI and VR will likely lead to even more effective and personalised treatments. For families and clinicians, neuro-gaming provides a hopeful path forward that prioritises skill-building and self-regulation, helping individuals with ADHD not just manage their symptoms, but thrive.

Disclaimer

This article is for informational and educational purposes only and does not constitute medical advice, diagnosis, or treatment. ADHD is a clinical condition that requires a professional diagnosis from a licensed healthcare provider, such as a pediatrician, psychiatrist, or clinical psychologist. You should always seek the advice of your physician or other qualified health provider with any questions you may have regarding a medical condition. Never disregard professional medical advice or delay in seeking it because of something you have read in this article. The use of digital therapeutics, including prescription video games and biofeedback devices, should be conducted under the supervision of a healthcare professional as part of a comprehensive treatment plan. The author is not a medical professional and does not endorse any specific product or treatment mentioned herein. Use of these products is at your own risk and should be discussed with a doctor, especially for patients with a history of seizures or epilepsy.

Reference

  1. ADHD and Brain Training Games: Enhancing Focus- MyBrainDR neurofeedback, accessed on February 12, 2026, https://mybraindr.com/2025/02/03/adhd-benefits-of-combining-neurofeedback-and-brain-training-games/
  2. Digital Therapeutics as a New Therapeutic Modality: A Review from the Perspective of Clinical Pharmacology – ASCPT, accessed on February 12, 2026, https://www.ascpt.org/Portals/28/docs/Annual%20Meetings/2025%20Annual%20Meeting/Summit/Clin%20Pharma%20and%20Therapeutics%20-%202023%20-%20Ribba%20-%20Digital%20Therapeutics%20as%20a%20New%20Therapeutic%20Modality%20%20A%20Review%20from%20the.pdf?ver=j_A_7TwD0mEIkqqkP79Bsw%3D%3D
  3. The Promise of Digital Therapeutics for ADHD: Transforming Care Now and in the Future, accessed on February 12, 2026, https://www.addrc.org/the-promise-of-digital-therapeutics-for-adhd-transforming-care-now-and-in-the-future/
  4. Neurofeedback vs. Medication: Exploring Different ADHD Treatment Paths, accessed on February 12, 2026, https://www.neuropotentialclinics.com/neurofeedback-vs-medication
  5. Meta-analysis of the efficacy of digital therapies in children with attention-deficit hyperactivity disorder – Frontiers, accessed on February 12, 2026, https://www.frontiersin.org/journals/psychiatry/articles/10.3389/fpsyt.2023.1054831/full
  6. Efficacy of Gamified Digital Mental Health Interventions for Pediatric …, accessed on February 12, 2026, https://pmc.ncbi.nlm.nih.gov/articles/PMC11420825/
  7. Effectiveness of Serious Games as Digital Therapeutics for Enhancing the Abilities of Children With Attention-Deficit/Hyperactivity Disorder (ADHD): Systematic Literature Review – PubMed, accessed on February 12, 2026, https://pubmed.ncbi.nlm.nih.gov/40327858/
  8. Neurofeedback Therapy I Aspiring Families, accessed on February 12, 2026, https://aspiringfamilies.com/our-services/neurofeedback-therapy/
  9. Integrated use of biofeedback and neurofeedback … – Frontiers, accessed on February 12, 2026, https://www.frontiersin.org/journals/neuroscience/articles/10.3389/fnins.2024.1358481/full
  10. DEN200026 summary – accessdata.fda.gov, accessed on February 12, 2026, https://www.accessdata.fda.gov/cdrh_docs/reviews/DEN200026.pdf
  11. Neurofeedback Therapy for ADHD A Brain Training Guide | Sachs Center, accessed on February 12, 2026, https://sachscenter.com/neurofeedback-therapy-for-adhd/
  12. Science & Research – Mightier, accessed on February 12, 2026, https://www.mightier.com/science/
  13. Akili Announces FDA Clearance of EndeavorRx™ for Children with ADHD, the First Prescription Treatment Delivered Through a Video Game, accessed on February 12, 2026, https://www.akiliinteractive.com/news-collection/akili-announces-endeavortm-attention-treatment-is-now-available-for-children-with-attention-deficit-hyperactivity-disorder-adhd-al3pw
  14. ADHD Treatment For Kids | Digital Therapeutic Video Game for ADHD, accessed on February 12, 2026, https://www.endeavorrx.com/about-endeavorrx/
  15. EndeavorRx®: A Digital Therapeutic for ADHD – WV ACC Guidelines, accessed on February 12, 2026, https://wvadhd.org/endeavorrx-a-digital-therapeutic-for-adhd/
  16. Efficacy of game-based interventions on cognitive performance in children and adolescents with attention-deficit/hyperactivity disorder: a systematic review and meta–analysis – PMC, accessed on February 12, 2026, https://pmc.ncbi.nlm.nih.gov/articles/PMC12751576/
  17. Medical Coverage Policy | Digital Health Technologies for Attention …, accessed on February 12, 2026, https://www.bcbsri.com/providers/sites/providers/files/policies/2024/09/2024%20Digital%20Health%20Technologies%20for%20Attention%20Deficit.Hyperactivity%20Disorder.pdf
  18. A systematic review and content analysis of serious video games for …, accessed on February 12, 2026, https://pmc.ncbi.nlm.nih.gov/articles/PMC12536224/
  19. We have studied the human brain for over 30 years and developed Play Attention to help you harness your ADHD super powers., accessed on February 12, 2026, https://www.playattention.com/our-science
  20. Internet Interventions – Mightier, accessed on February 12, 2026, https://www.mightier.com/wp-content/uploads/2022/08/Mightier-parents-report-real-life-calming.pdf
  21. Digital Tools for Targeted ADHD Treatment (Part I) — Mightier & Play Attention – Medium, accessed on February 12, 2026, https://medium.com/@techforADHD/digital-tools-for-targeted-adhd-treatment-part-i-853263ea03a4
  22. Reward Feedback Mechanism in Virtual Reality Serious Games in Interventions for Children With Attention Deficits: Pre- and Posttest Experimental Control Group Study, accessed on February 12, 2026, https://games.jmir.org/2025/1/e67338/
  23. EndeavorRx® – Digital Therapeutics Alliance, accessed on February 12, 2026, https://dtxalliance.org/products/endeavor/
  24. FDA Approves Video Game Based on UCSF Brain Research as ADHD Therapy for Kids, accessed on February 12, 2026, https://www.ucsf.edu/news/2020/06/417841/fda-approves-video-game-based-ucsf-brain-research-adhd-therapy-kids
  25. 3.03.03 Prescription Digital Therapeutics for Attention Deficit/Hyperactivity Disorder – LifeWise, accessed on February 12, 2026, https://www.lifewisewa.com/medicalpolicies-group/3.03.03.pdf
  26. EndeavorRx® – ADHD Video Game Treatment for Kids | FDA-authorized, accessed on February 12, 2026, https://www.endeavorrx.com/
  27. Empowering emotional regulation: Boston Children’s innovation with Mightier – Digital Medicine Society (DiMe), accessed on February 12, 2026, https://dimesociety.org/wp-content/uploads/DiMe-case-study_-Mightier.pdf
  28. Study Details | NCT04732806 | A Mightier Healthcare System – ClinicalTrials.gov, accessed on February 12, 2026, https://clinicaltrials.gov/study/NCT04732806
  29. The Effectiveness of the Play Attention6 Program in Reducing Attention Deficit Hyperactivity Disorder (ADHD) in a Sample of – Science Publishing Group, accessed on February 12, 2026, https://article.sciencepublishinggroup.com/pdf/j.pbs.20251403.12
  30. (PDF) The Effectiveness of the Play Attention6 Program in Reducing Attention Deficit Hyperactivity Disorder (ADHD) in a Sample of Students with Special Needs – ResearchGate, accessed on February 12, 2026, https://www.researchgate.net/publication/391849314_The_Effectiveness_of_the_Play_Attention6_Program_in_Reducing_Attention_Deficit_Hyperactivity_Disorder_ADHD_in_a_Sample_of_Students_with_Special_Needs
  31. Does Brain Training Work? ADHD Brain Games and Neurofeedback Evaluated – ADDitude, accessed on February 12, 2026, https://www.additudemag.com/does-brain-training-work-neurofeedback-games-adhd/
  32. Meta-analysis Finds Little Evidence in Support of Game-based Digital Interventions for ADHD, accessed on February 12, 2026, https://www.adhdevidence.org/blog/meta-analysis-finds-little-evidence-in-support-of-game-based-digital-interventions-for-adhd
  33. FEP 3.03.03 Digital Health Technologies for Attention Deficit/Hyperactivity Disorder – FEP Medical Policy Manual, accessed on February 12, 2026, https://www.fepblue.org/-/media/PDFs/Medical-Policies/2024/October/Medical-Policies/Remove-and-Replace/30303-Digital-Health-Technologies-for.pdf
  34. Complementary and Alternative Treatment of ADHD | UC Davis MIND Institute, accessed on February 12, 2026, https://health.ucdavis.edu/mind-institute/resources/understanding-adhd/adhd-cam-treatments
  35. Functional Neurology for ADHD: Beyond Medication – Chicago Neuro – Post Stroke Care | Concussion Treatment, accessed on February 12, 2026, https://chicagoneuro.com/functional-neurology-for-adhd-beyond-medication/
  36. ADHD Guidelines, accessed on February 12, 2026, https://wvadhd.org/guidelines/
  37. Augmented Reality (AR) & Virtual Reality (VR) Trends 2025 – Innowise, accessed on February 12, 2026, https://innowise.com/blog/ar-vr-trends/
  38. The Future of AR/VR: Emerging Trends to Watch in 2025 | FXMedia: Solutions for Metaverse, accessed on February 12, 2026, https://www.fxmweb.com/insights/the-future-of-arvr-emerging-trends-to-watch-in-2025.html
  39. Virtual Reality Trends 2025: What’s Next in VR Tech – TMA Solutions, accessed on February 12, 2026, https://www.tmasolutions.com/insights/virtual-reality-trends
  40. Virtual Reality Development Trends of 2025: The Future Is Now – Digitalfren, accessed on February 12, 2026, https://digitalfren.com/virtual-reality-development-trends-for-2025-the-future-is-now/
  41. The Future of Augmented Reality in 2025: Trends – Reydar, accessed on February 12, 2026, https://www.reydar.com/exploring-the-future-of-augmented-reality-trends-technology-and-impact/

Author

Comments

Scroll to Top