The convergence of neuroscience and interactive technology is opening new pathways for mental health interventions, particularly in the treatment of attention-deficit/hyperactivity disorder (ADHD). This chapter examines the use of visual evoked potentials (VEPs) in neurofeedback systems combined with therapeutic gaming to support cognitive control in children with ADHD. By using real-time brain responses, these systems offer a non-invasive and engaging alternative to traditional treatment approaches. We explore the theoretical foundations of VEP-based neurofeedback, system-design considerations, and recent developments in game-based interventions designed for pediatric use. Drawing on current research, the chapter highlights clinical outcomes related to attention, impulse regulation, and working memory, while also addressing challenges in personalization, usability, and ethical implementation. This work contributes to the broader effort of designing human-centered technologies that support cognitive development and learning, providing a practical framework for future research and application in neurorehabilitation and education.

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Visual Evoked Potentials in Neurofeedback: Advancing Cognitive Control in ADHD Through Therapeutic Gaming

  • Aigerim Keutayeva,
  • Amin Zollanvari,
  • Berdakh Abibullaev

摘要

The convergence of neuroscience and interactive technology is opening new pathways for mental health interventions, particularly in the treatment of attention-deficit/hyperactivity disorder (ADHD). This chapter examines the use of visual evoked potentials (VEPs) in neurofeedback systems combined with therapeutic gaming to support cognitive control in children with ADHD. By using real-time brain responses, these systems offer a non-invasive and engaging alternative to traditional treatment approaches. We explore the theoretical foundations of VEP-based neurofeedback, system-design considerations, and recent developments in game-based interventions designed for pediatric use. Drawing on current research, the chapter highlights clinical outcomes related to attention, impulse regulation, and working memory, while also addressing challenges in personalization, usability, and ethical implementation. This work contributes to the broader effort of designing human-centered technologies that support cognitive development and learning, providing a practical framework for future research and application in neurorehabilitation and education.