VR-Powered ADHD Games

This VR Eye-Tracking Game Could Help with ADHD Diagnoses

This VR eye-tracking game is being proposed as a way to help objectively help health administrators to diagnose ADHD amongst children to deliver a more effective approach to the notoriously difficult process. The game builds on the EPELI virtual reality (VR) game that was previously developed as a way to monitor the ADHD symptoms a person might be having. The diagnostic tool could work effectively as a way to track for patterns found in eye movements and works in combination with machine learning.

One of the original developers of EPELI Topi Siro spoke on the VR eye-tracking game saying, "The player has to remember the tasks despite distractions in the environment, such as a TV being on. The game measures everything: how much the child clicks on the controls and how efficiently they perform the tasks. Efficiency correlates with everyday functioning, whereas children with ADHD often have challenges."

Image Credit: Pelli Vision Oy

Vr-powered ADHD Diagnosis
Using VR and eye-tracking technology for objective ADHD diagnosis could disrupt traditional diagnostic methods.
Machine Learning in Healthcare
Utilizing machine learning in healthcare could lead to more accurate and efficient diagnoses for various conditions.
Gamification of Healthcare
The gamification of healthcare could provide more engaging and effective tools for diagnosis and treatment.

Industries Being Reshaped

Healthcare
The healthcare industry could benefit from VR and machine learning-based tools for diagnosing and treating conditions such as ADHD.
Education
The education industry could utilize VR-powered games to improve ADHD diagnosis and treatment in children.
Technology
The technology industry could continue to develop and refine VR and machine learning-based healthcare tools for various needs and conditions.
SCORE
4.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 46%
Activity 62%
Freshness 15%