scholarly journals Hyperfocus: The ADHD Superpower

2022 ◽  
Vol 9 ◽  
Author(s):  
Kathleen E. Hupfeld ◽  
Tessa R. Abagis ◽  
Jahla B. Osborne ◽  
Quynh T. Tran ◽  
Priti Shah

Imagine playing a video game that is so fun you do not realize someone is calling your name. Everyone can probably think of a time like that—when you were so focused that you did not notice things happening around you. For some people, this feeling of deep attention, called hyperfocus, happens really often. In our research, we first developed a way to measure hyperfocus. Next, we tested whether people with attention-deficit/hyperactivity disorder (ADHD) hyperfocus more often. ADHD is a condition that can make it harder to pay attention to things. Despite this, many people with ADHD say that they often hyperfocus. We found that people with ADHD do have higher hyperfocus levels. In this article, we talk about our hyperfocus research, how hyperfocus can be an ADHD superpower, and our next steps toward better understanding hyperfocus and how to harness it.

2019 ◽  
Vol 44 (5) ◽  
pp. 517-526 ◽  
Author(s):  
Elizaveta Bourchtein ◽  
Joshua M Langberg ◽  
Caroline N Cusick ◽  
Rosanna P Breaux ◽  
Zoe R Smith ◽  
...  

Abstract Objectives This study used a multi-informant approach to examine differences in types and rates of technology used by adolescents with and without attention-deficit/hyperactivity disorder (ADHD), associations between technology use and sleep/daytime sleepiness, and whether technology use was differentially related to sleep/daytime sleepiness in adolescents with and without ADHD. Methods Eighth graders with (n = 162) and without (n = 140) ADHD were recruited. Adolescents completed questionnaires assessing time spent using technology, sleep-wake problems, school-night time in bed, and daytime sleepiness. Parents and teachers reported on adolescents’ technology use and daytime sleepiness, respectively. Results Adolescents with ADHD had significantly greater total technology, television/movie viewing, video game, and phone/video chatting use than adolescents without ADHD. Adolescents with ADHD engaged in twice as much daily video game use compared to those without ADHD (61 vs. 31 min). Controlling for medication use, ADHD status, pubertal development, sex, and internalizing symptoms, greater parent- and adolescent-reported technology use was associated with more sleep-wake problems and less time in bed. ADHD status did not moderate the relations between technology use and these sleep parameters. In contrast, ADHD status moderated the association between parent-reported technology use and teacher-reported daytime sleepiness, such that this association was significant only for adolescents with ADHD. Conclusions Technology use, although more prevalent in adolescents with ADHD, is linked with more sleep problems and reduced school-night sleep duration regardless of ADHD status. Technology use is associated with teacher-rated daytime sleepiness only in adolescents with ADHD. Clinicians should consider technology usage when assessing and treating sleep problems.


2009 ◽  
Vol 50 (3) ◽  
pp. 251-256 ◽  
Author(s):  
Doug Hyun Han ◽  
Young Sik Lee ◽  
Churl Na ◽  
Jee Young Ahn ◽  
Un Sun Chung ◽  
...  

2001 ◽  
Vol 32 (5) ◽  
pp. 607-618 ◽  
Author(s):  
Anna Marie Farrace‐Di Zinno ◽  
Graham Douglas ◽  
Stephen Houghton ◽  
Vivienne Lawrence ◽  
John West ◽  
...  

2020 ◽  
Vol 10 (10) ◽  
pp. 716
Author(s):  
David Delgado-Gómez ◽  
Aaron Sújar ◽  
Juan Ardoy-Cuadros ◽  
Alejandro Bejarano-Gómez ◽  
David Aguado ◽  
...  

In the last few years, several computerized tasks have been developed to increase the objectivity of the diagnosis of attention-deficit hyperactivity disorder (ADHD). This article proposes the “running raccoon” video game to assess the severity of inattention in patients diagnosed with ADHD. Unlike existing tests, the proposed tool is a genuine video game in which the patient must make a raccoon avatar jump to avoid falling into different gaps. The distance to the gap is recorded for each jump. To evaluate the proposed game, an experiment was conducted in which 32 children diagnosed with ADHD participated. For each participant, the median and interquartile range of these distances were calculated, along with the number of omissions. Experimental results showed a significant correlation between the participants’ inattention (measured by the Attention-Deficit/Hyperactivity Disorder Symptoms and Normal Behavior rating scale (SWAN) inattention subscale) with each of these three measures. In addition to its accuracy, other benefits are its short duration and the possibility of being run on both standard computers and mobile devices. These characteristics facilitate its acceptance in clinical environments or even its telematic use. The obtained results, together with the characteristics of the video game, make it an excellent tool to support clinicians in the diagnosis of ADHD.


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