Here, we present the results of our qualitative analysis, broken up into the three main themes of Living with ADHD is Challenging for Young People, Identifying Coping Strategies and Maintaining a Life Beyond ADHD, and The Impact of a Lack of Knowledge and Empathy in Others. Within each theme, we highlight how participants thought that characteristics or specific experiences of ADHD could be reflected in games.
3.5.1 Theme 1: Living with ADHD Is Challenging for Young People.
Our results show that the participants found living with ADHD challenging and were acutely aware of issues and barriers that they experienced in many areas of their lives. A large majority of the participants’ comments emerged around their experience of school, i.e., a structured environment over which they have little control, and in which tasks, expectations, and (in)acceptable behaviors are typically defined by other parties. Here, we organize our findings around the subthemes of The Struggle to Focus on the Right Thing, Managing Inhibition and Unrest, Efforts to Maintain Structure and Overview, and Navigating Relationships With Others.
The Struggle to Focus on the Right Thing. This subtheme describes how the majority of participants experienced difficulties with concentration, i.e., focusing on the task at hand and not getting distracted. For example, one participant described the experience of distraction as a situation in which “Stimuli come through a strainer…and for normal people, the most important go through, and the unimportant ones get caught…they then don’t go to your thoughts…you don’t really hear or see those. But for us, the holes [in the strainer] are way bigger and a lot more reaches us, so we get distracted by so many more things.” Here, we highlight that participants did not only acknowledge their efforts to focus but also efficiently pointed out the role that (un)suitable environments play in this process. Furthermore, this subtheme incorporates the added challenge of investing the energy to stay motivated to spend time and energy on tasks such as homework, while already having to make additional efforts to remain focused. For example, one participant commented that “[…] then I am just staring at my book and then I’m like, well, f*ck this. And then I grab my phone and waste my time until five minutes before the end of the study session, and then I panic because I still have to study. And then I put off studying until 10:00 PM, and then my concentration is even worse, then it’s all gone.”
Design ideas associated with this subtheme reflect this struggle to focus through adaptations of game mechanics and interface elements but were not necessarily tied to a specific game genre. For example, participants suggested the introduction of mechanics that make it difficult for the player to maintain visual focus on relevant in-game events, including random camera shifts away from the main action, or the introduction of distractors that would occlude important elements of gameplay, e.g., overlapping with written information such as dialogues with non-player characters. Likewise, participants saw potential in reflecting a lack of focus through management of virtual items, i.e., rather than neatly presenting players with a tidy overview of elements such as their own inventory or power-ups, they thought that a less organized in-game interface could communicate their experience of ADHD. Finally, one participant suggested to introduce interface elements specifically addressing ADHD, i.e., similar to how games reflect player health using a health bar, they thought that a motivation bar could reflect their struggle to maintain focus on a given task.
Managing Inhibition and Unrest. This subtheme describes how participants find it difficult to adjust their bodies to the expectations of others, i.e., inhibiting fidgeting and other movement, remaining silent for long periods and the general act of waiting, or more broadly stopping their thoughts from racing in their head. For many participants, this led to feelings of frustration and irritability because the expected behaviors did not come natural to them. For example, one participant highlighted that “I’m always bouncing in my chair and then I get a note from the teacher. I always have to stay still, but I keep bouncing. I just cannot stop it. It’s just stressful to have to sit still all day.” and another one pointed out that they were worried about stimming and fidgeting (i.e., engaging in repetitive behaviors to self-soothe), e.g., “I’m afraid that I’d be unconsciously picking those tiny pieces of my skin on my hands, or that I’m wobbling with my nose to move my glasses or something.” Additionally, inhibition control was associated with the challenge of acting impulsively, and controlling their emotions. For example, one participant highlighted how he struggled to control his own actions, e.g., “[…] when you are being annoying, they tell you to stop, [but you] cannot immediately stop.” With respect to their experience of their own emotions, one participant commented that “my emotions go much deeper, if I am angry, then I am really angry, and if I am sad, then it immediately feels as though the world were about to end. But if I am happy, then I’m really pleased and feeling good. Like that…[how I experience my emotions] is really true.” This highlights that participants did not only experience a need to manage their own bodies in response to others but were also aware of the effort that they needed to make to put the way they experience the world in perspective.
Design ideas associated with this subtheme address the experience of failed inhibition control and restlessness through game mechanics. With respect to inhibition control, participants suggested the design of game mechanics in which the player is encouraged to act first, only to reveal full consequences of their actions in the next step, giving them the feeling of having acted prematurely. Here, one participant suggested that unintended effects such as “taking all power-ups at once” rather than one at a time would be an accurate representation of their experience of ADHD. Furthermore, there was consensus that restlessness could best be communicated through physically restless player characters, i.e., including visual indications of fidgeting and other movement, also extending into random bursts of energy, e.g., a player character moving faster than the player intended, or starting to move around without player input.
Efforts to Maintain Structure and Overview. This subtheme addresses participants’ experiences of attempting to keep track of what is important or expected from them in life, and associated efforts that are required to maintain structure in their lives. On a general level, participants reported that they lived full lives that included busying themselves with many tasks at the same time, but that their engagement with these tasks was impacted by their ADHD. For example, one participant pointed out that handling many tasks at the same time can be overwhelming: “I am always busy, and I am mostly busy with ten things at the same time, out of which nine never get finished,” highlighting that closure was difficult to achieve. Likewise, participants commented that it was common for them to completely forget about tasks such as homework, in turn leading to conflicts in other areas of their lives. Likewise, maintaining structure in a tangible way was not straightforward for many participants, with one commenting that “this is the reason why I never put anything into a cabinet, I just wouldn’t find anything any more.” Additionally, there were many examples that highlighted how time management was challenging, e.g., “I have to get up at 7:00 AM, and at half, I mean at 7:35 AM, I already have to leave for the bus, but I mostly just leave at 7:40 AM and then I have to run, and that’s the norm because I cannot estimate time well.” This was echoed by another participant, who frequently lost track of time, and for example stayed out with friends, missing bus after bus that would take them home “until my parents would have to come pick me up eventually.”
Design ideas associated with this subtheme predominantly focus on the way that the players receive and are enabled to deal with new tasks within games. Here, participants highlighted how overwhelming the player with new tasks that constantly push into the focus of their attention (e.g., through the game interface) could replicate their experience of struggling to maintain overview. Likewise, participants suggested that simulating the experience of forgetting tasks (either by providing too many, or by removing records of tasks) would align with their lived experience of ADHD. Finally, to represent the experience of beginning new tasks without wrapping up previous ones, participants suggested including comparable mechanisms in games, e.g., intentionally designing in-game tasks that will never lead to closure, and creating virtual worlds in which players are constantly tempted to engage in new aspects of the game without having fully explored their current area of interest.
Navigating Relationships with Others. With respect to direct interactions with other people, participants made detailed observations of their own communication styles, how they differed from that of neurotypical people, and the lengths that they went to adjust their own behavior. For example, one participant pointed out that “[…] in general I talk pretty fast. I am really watching that now for example…so that I don’t talk talk too fast. That is certainly one of the things that my parents tell me, or other people who say, can you repeat everything that you just said, but more slowly?” Here, some participants recalled instances where other people had openly asked them to adjust their behavior, e.g., “Eh, yes, people tell me all the time that I have to be quiet because I talk too much.”
Additionally, participants were aware of many instances in which their ADHD impacted relationships with others beyond direct conversation. For example, impulsivity and unrest was quoted as a frequent contributor to being seen as a troublemaker when behavior was not intentional, e.g., “At school […] I have to be able to fidget with something. When I sit still, I need something in my hands, and teachers sometimes find that irritating.” or “Sitting still in class, I really cannot do it. Especially after lunch, then I like, start telling jokes in class and then everyone is laughing, and then the teacher does not really like that.” Likewise, participants reported instances of feeling misunderstood and their efforts to do well-being undervalued by others as a result of a lack of understanding of ADHD. For example, one participant recalled a situation in which a teacher told them “You just have to study harder” in a situation where they had studied extensively, but had not been given enough time to complete their test at school. Generally, we observed a strong desire to fit in and fulfill other people’s expectations among the participants, which contradicts the stigmatizing perspective on the child with ADHD as intentional troublemaker. Finally, some participants reported being openly discriminated against by others upon disclosing their ADHD, e.g., “I have friends who previously did not know that I have ADHD, they treated me like a regular person, and when I told them that I had ADHD they immediately started to treat me as if I was a psychopath or something like that.”
Design ideas associated with this subtheme were strongly shaped by the experience of being misunderstood and received negatively by others. Here, participants focused on the potential to leverage in-game characters to communicate negative emotions to the player. For example, it was suggested to include “characters that respond angrily to player actions,” but to ensure that this does not exclusively happen in situations where players could have predicted a negative response and instead expand it to specific and often unintentional behaviors associated with ADHD (e.g., shifts in attention because of external stimuli, or fidgeting). Re-emphasizing negative experiences with others, participants suggested to include a bully in the game, i.e., a non-player character that has the specific role of harassing the player and making them feel uncomfortable during play.
3.5.3 Theme 3: The Impact of a Lack of Knowledge and Empathy in Others.
This theme summarizes how the lived experience of ADHD among young people is strongly impacted by a lack of knowledge of ADHD in people around them, which in some instances extended to a lack of empathy toward them and the challenges that they face. Most importantly, participants reported being viewed as “ill-behaved children” rather than understanding that “ADHD really is something in your head, something that you can do nothing about.” Here, one participant highlighted that “if someone uses a wheelchair, yes, that person is [visibly] disabled, and if they need help, they are helped,” leaving the notion that ADHD may be an invisible disability hanging for a moment before quickly pointing out that “[…] I don’t want to compare myself to disabled people.” Here, another participant pointed out that “people will often view behaviour as a result of a poor upbringing […], but I think that it is a lack of knowledge.” Generally, participants highlighted that they struggled to communicate their experience of ADHD to others, reporting many instances in which they had attempted to explain themselves, often in an effort to avoid conflict, e.g., at school, or among friends. At school in particular, participants reported exchanges with teaching staff who had been informed about ADHD and how to best manage it in the classroom, but would still show “very little understanding, even when communicated with on a monthly basis, so it is important that something [to increase understanding] will be directed toward teachers.” In turn, this led to discouraging situations, e.g., “It is really so frustrating, that you know that you need more time, and that you know that you can get it right, but that you don’t get enough time from your environment, because they don’t get, yes, that person has ADHD, so they can’t do anything about it, they simply need more time.” This was contrasted by the experience of being listened to and being received with empathy, e.g., “If you manage to explain it and people understand that [ADHD] is a lot more [than poor behaviour], then you can really see how people have a moment of understanding.” Finally, across participants we observed a strong desire to be treated with respect, with one participant asking, “How do you treat people with ADHD? Well, treat them like you would treat everyone else.”
Design ideas associated with this theme mostly focused on a meta-level without concrete suggestions for implementation, with participants highlighting the perceived potential of games to share a comprehensive, nuanced view on the lived experience of ADHD, moving beyond what participants called the stereotype of “children who are just loud and annoying.” We further unpack this suggestion in
Section 4.1 where we discuss implications for design more generally, and we address it in the context of different perspectives on disability simulation in the discussion of our work (see
Section 5.4).