Biofeedback Gaming and ADHD: A Research Critique
This paper critically evaluates a study by Amon and Campbell (2008) that investigated biofeedback gaming as a relaxation intervention for children with Attention Deficit/Hyperactivity Disorder (ADHD). The review summarizes the study's design, participant groups, procedures, and statistical findings, then assesses its methodological strengths and weaknesses. Key concerns identified include the absence of random assignment, an inadequate control group, and the use of parametric statistics with small sample sizes. Despite these flaws, the study is recognized as a useful step toward exploring non-pharmaceutical alternatives for managing ADHD symptoms in children.
- Introduction and Study Overview: Biofeedback game studied as ADHD relaxation intervention
- Research Hypotheses and Participants: Two hypotheses tested; participant groups described
- Study Procedures and Data Collection: Session setup, game used, and parent diary measures
- Results and Statistical Findings: SDQ scores, t-tests, and attendance frequency outcomes
- Methodological Strengths and Limitations: Three key design flaws critically evaluated
- Conclusion: Study rated marginally successful; redesign recommended
✍️ How to write this paper — guide, tools & examples ▾
What makes this paper effective
- Provides a structured, systematic walk-through of the study before moving to critique, giving the reader context before evaluation begins.
- Identifies specific, named methodological flaws — lack of random assignment, inadequate control group, and small-sample parametric statistics — rather than offering vague criticism.
- Maintains a balanced tone, acknowledging the study's practical and exploratory value while clearly stating its limitations.
Key academic technique demonstrated
The paper demonstrates evaluative critique grounded in research methodology principles. The author anchors each criticism in cited methodological literature (Kerlinger & Lee, 2000; Trochim, 2007; Nachmias & Nachmias, 2008), showing that critique should be evidence-based rather than impressionistic. This approach models how to use foundational research methods texts to evaluate the validity and reliability of a study's design choices.
Structure breakdown
The paper opens with an overview of the study's purpose and independent variable, then describes hypotheses, participants, and procedures in sequence. It next summarizes the statistical results before transitioning to a critical evaluation section that addresses three distinct design flaws. It closes with an overall judgment of the study's success, rated as marginal. This progression from description to critique to judgment is a standard format for research critique assignments.
Introduction and Study Overview
Amon and Campbell (2008) presented an interesting study because it attempted to utilize a novel approach to a challenging problem. The researchers were interested in creating greater relaxation and calm among children with Attention Deficit/Hyperactivity Disorder (ADHD). The independent variable — the treatment examined in this work — was a biofeedback management tool delivered through the video game The Journey to Wild Divine. The intent of the research was therefore to explore biofeedback games as a method to teach children relaxation techniques. Children with ADHD have difficulty controlling their behavior; consequently, it is theorized that techniques that increase behavioral control should also reduce the undesirable behaviors associated with ADHD.
Research Hypotheses and Participants
The researchers examined two hypotheses. The first is that biofeedback sessions will teach children relaxation skills and that these skills will reduce disruptive behaviors. The second hypothesis is that frequency of attendance will increase the effect of the biofeedback intervention. The researchers anticipated that children who attend sessions more than once per week will exhibit fewer disruptive behaviors than those who attend only once per week.
The subjects for this research were children between the ages of 5 and 15. The experimental group consisted of 24 participants — 15 males and 9 females — with an average age of 9.5 years. All participants in the experimental group had ADHD. This group was divided into two subgroups: Group 1 contained 17 children who received the treatment once per week, and Group 2 contained the remaining children who received the treatment more than once per week. The control group consisted of 12 children who did not have ADHD.
An interesting aspect of the research is that in both groups the majority of the parents involved were women: 18 female and 1 male in the experimental group, and 8 female and 4 male in the control group. All children with ADHD had been diagnosed by a health professional, and 62.5% of them were taking prescription drugs for ADHD at the time of the study.
References
Kerlinger, F. N., & Lee, H. B. (2000). Foundations of behavioral research. Thompson Learning.
Nachmias, C. H., & Nachmias, D. (2000). Research methods in the social sciences. Worth Publishers.
Nor-sis, M. J. (2008). SPSS 16.0 guide to data analysis. Prentice Hall.
Trochim, W. M. K. (2008). Research methods: Knowledge base — experimental design. Retrieved from http://www.socialresearchmethods.net/kb/quasiexp.php
Already a member? Log in
Unlock the rest of this paper
135,000+ research papers · AI writing tools · Plagiarism & AI detection
7-Day Pass
Does not renew
Get 7-Day PassMonthly
Renews at $12.99/month until canceled
Start MonthlyAnnual
Renews at $99/year until canceled
Start Annual- Unlimited AI writing tools
- Plagiarism and AI text detection tool
Plan details
Unlimited AI writing tools are for individual, non-automated use and are subject to our Terms of Service and abuse-prevention measures.
TextChecker scans: 3 during the 7-Day Pass, or 5 per month with Monthly and Annual.
Prices exclude applicable tax.
Always verify citation format against your institution’s current style guide requirements.