From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness

Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental condition that is characterised by three core behaviours: inattention, hyperactivity and impulsivity. It is typically thought that around 3-5% of school aged children have ADHD, with lifetime persistence for the majority. A p...

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Main Authors: Craven, Michael P., Young, Zoe, Simons, Lucy, Schnädelbach, Holger, Gillott, Alinda
Format: Book Section
Published: IEEE 2014
Subjects:
Online Access:https://eprints.nottingham.ac.uk/27820/
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author Craven, Michael P.
Young, Zoe
Simons, Lucy
Schnädelbach, Holger
Gillott, Alinda
author_facet Craven, Michael P.
Young, Zoe
Simons, Lucy
Schnädelbach, Holger
Gillott, Alinda
author_sort Craven, Michael P.
building Nottingham Research Data Repository
collection Online Access
description Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental condition that is characterised by three core behaviours: inattention, hyperactivity and impulsivity. It is typically thought that around 3-5% of school aged children have ADHD, with lifetime persistence for the majority. A psychometric Continuous Performance Test (CPT) had recently been incorporated into an interactive smartphone application (App), SnappyApp, to allow the measurement of the three ADHD symptom domains. SnappyApp presents a sequence of letters of the alphabet in a pseudo-random manner with responses via the device’s touch screen. Following a pilot test in the general population where the CPT showed sensitivity to ADHD-related symptoms (self-reported impulsive behaviour related to CPT measures), a new project was begun to convert the App into a game Attention Grabber based on the functionality of the test, focussing on the attention and impulsivity domains. The Screens in the Wild (SITW) platform is in the process of being employed for public engagement in awareness about ADHD through interactive technology. SITW has deployed a network of four public touch-screens in urban places. Each of the four nodes has a large (46 inch) display, a camera, a microphone and a speaker. The SnappyApp web-app was translated for presentation on to the SITW platform. The browser-based App was redesigned, with the input of a commercial graphics design company, based on an initial proof-of-concept whereby the original App was reprogrammed to present sequences of graphical objects (fruit) and to introduce further engagement features including animations. A shortened video about Adult ADHD and a brief questionnaire were incorporated to form a stand-alone edutainment package. The earlier design and user testing of SnappyApp is briefly described and details are then provided of the process of gamification to produce Attention Grabber. An evaluation process is described whereby awareness of ADHD and its related symptoms are to be probed. In general, finding out whether and how people engage with interactive screen technology can help in the design of future public engagement and health promotion activities. Ethical considerations are discussed, since public access to this kind of game could potentially raise health anxiety related to self-interpretation of game performance. This risk is balanced with the need to provide health information.
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spelling nottingham-278202020-05-04T16:55:38Z https://eprints.nottingham.ac.uk/27820/ From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness Craven, Michael P. Young, Zoe Simons, Lucy Schnädelbach, Holger Gillott, Alinda Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental condition that is characterised by three core behaviours: inattention, hyperactivity and impulsivity. It is typically thought that around 3-5% of school aged children have ADHD, with lifetime persistence for the majority. A psychometric Continuous Performance Test (CPT) had recently been incorporated into an interactive smartphone application (App), SnappyApp, to allow the measurement of the three ADHD symptom domains. SnappyApp presents a sequence of letters of the alphabet in a pseudo-random manner with responses via the device’s touch screen. Following a pilot test in the general population where the CPT showed sensitivity to ADHD-related symptoms (self-reported impulsive behaviour related to CPT measures), a new project was begun to convert the App into a game Attention Grabber based on the functionality of the test, focussing on the attention and impulsivity domains. The Screens in the Wild (SITW) platform is in the process of being employed for public engagement in awareness about ADHD through interactive technology. SITW has deployed a network of four public touch-screens in urban places. Each of the four nodes has a large (46 inch) display, a camera, a microphone and a speaker. The SnappyApp web-app was translated for presentation on to the SITW platform. The browser-based App was redesigned, with the input of a commercial graphics design company, based on an initial proof-of-concept whereby the original App was reprogrammed to present sequences of graphical objects (fruit) and to introduce further engagement features including animations. A shortened video about Adult ADHD and a brief questionnaire were incorporated to form a stand-alone edutainment package. The earlier design and user testing of SnappyApp is briefly described and details are then provided of the process of gamification to produce Attention Grabber. An evaluation process is described whereby awareness of ADHD and its related symptoms are to be probed. In general, finding out whether and how people engage with interactive screen technology can help in the design of future public engagement and health promotion activities. Ethical considerations are discussed, since public access to this kind of game could potentially raise health anxiety related to self-interpretation of game performance. This risk is balanced with the need to provide health information. IEEE 2014-10-17 Book Section PeerReviewed Craven, Michael P., Young, Zoe, Simons, Lucy, Schnädelbach, Holger and Gillott, Alinda (2014) From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness. In: 2014 International Conference on Interactive Technologies and Games, ITAG 2014: 16-17 October 2014, Nottingham, Nottinghamshire, United Kingdom. IEEE, Piscataway, N.J., pp. 36-42. ISBN 978-1-4799-6795-7 displays health education public awareness games gamification attention deficit hyperactivity disorder ADHD web-app http://dx.doi.org/10.1109/iTAG.2014.12 doi:10.1109/iTAG.2014.12 doi:10.1109/iTAG.2014.12
spellingShingle displays
health education
public awareness
games
gamification
attention deficit hyperactivity disorder
ADHD
web-app
Craven, Michael P.
Young, Zoe
Simons, Lucy
Schnädelbach, Holger
Gillott, Alinda
From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness
title From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness
title_full From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness
title_fullStr From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness
title_full_unstemmed From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness
title_short From SnappyApp to Screens in the Wild: gamifying an Attention Hyperactivity Deficit Disorder continuous performance test for public engagement and awareness
title_sort from snappyapp to screens in the wild: gamifying an attention hyperactivity deficit disorder continuous performance test for public engagement and awareness
topic displays
health education
public awareness
games
gamification
attention deficit hyperactivity disorder
ADHD
web-app
url https://eprints.nottingham.ac.uk/27820/
https://eprints.nottingham.ac.uk/27820/
https://eprints.nottingham.ac.uk/27820/