US researchers built ATHEMOS, a space-themed videogame teaching planning, organisation and note-taking to adolescents with ADHD; a federally funded trial found it nearly as enjoyable as recreational games but did not yet measure real-world behavioural or learning outcomes.
72
Adolescents with ADHD in development focus groups
16
Pilot participants
6-16 weeks
Pilot intervention duration
Details
Maturity
Pilot
Promoter
East Carolina University and Ohio University (Game Research and Immersive Design Laboratory)
Period
2019–2023
Keywords
special education, serious games, ADHD support, school-based intervention
Context
Evidence-based organisational-skills training helps adolescents with ADHD manage schoolwork, but delivering it individually through therapists is costly and hard to scale in schools. Researchers at East Carolina University and Ohio University's Game Research and Immersive Design Laboratory built ATHEMOS, a 'serious game' teaching scheduling, organisation and note-taking through a space-exploration narrative.
Objectives
The project set out to test whether a game could deliver the same organisational-skills content more affordably than individual therapist-led training.
Activities
Over a three-year development period, the team ran eight rolling focus groups with 72 adolescents with ADHD (ages 10–15) to iteratively test and revise the game, then piloted the finished version with 16 adolescents across two middle schools in North Carolina and Ohio as a 6–16 week school-based intervention, supported by teacher mentors and doctoral-student consultants.
Results
On the Game User Experience Satisfaction Scale, adolescents rated ATHEMOS close to, though still measurably below, commercial recreational games, and pilot participants reported 'mostly satisfied' overall intervention ratings, with boys rating it more favourably than girls.
Conclusions
The study, funded by the US Department of Education's Institute of Education Sciences with IRB approval at both universities, is explicit about its own limits: it measured acceptability, playability and satisfaction only, not academic performance or behavioural change, and the authors call for further research before any claim of real-world impact.
Implementation
Indicative cost
Low (< €50k)
Time to results
Medium (1–3 years)
Staffing & skills
Game Research and Immersive Design Laboratory researchers (ECU and Ohio University), teacher mentors, doctoral-student consultants supporting school delivery
Conditions for success
iterative, multi-year co-design with the target population (72 adolescents with ADHD across 8 focus groups) before piloting
school-based delivery paired with teacher mentors and doctoral-student consultants to support real-world skill transfer
Common failure modes
the study measured only acceptability, playability and satisfaction, not academic performance or behavioural change, so real-world impact is unproven
very small pilot scale (16 adolescents, two schools) limits generalisability
Where it fits
Governance type
university research lab, federally funded
Scale
small pilot, 2 schools (North Carolina and Ohio)
Income level
high-income
Commonly funded by
National / regional programmes
Indicative funding routes for practices of this type — always check each programme's current calls and eligibility rules.
Replication kit
Reusable artefacts from this practice — as published by their sources.
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