This document describes all ten concentration games in FocusZone, their clinical neuropsychological background, and the evaluation options in the admin board. As of: May 2026.
FocusZone is a web-based training platform with ten concentration games that translate neuropsychological test paradigms from the clinical setting into playful exercises. The system is aimed at children and adolescents with concentration or attention difficulties (e.g. ADHD) and enables longitudinal monitoring of progress through the integrated admin board.
The games train established attention constructs from neuropsychology, a standardized test battery for assessing different components of attention. Each game specifically targets one or more cognitive constructs.
On the playing field, cards with emojis flash up briefly and are immediately covered again. The task is to find matching pairs by tapping and to remember them. With every level the playing field grows (more card pairs) and the time the cards are visible becomes shorter, which places higher demands on working memory.
During the memorization phase a countdown is shown at the top. As soon as the player has the positions in mind, they can end the phase at any time with the Ready → button – the cards are then turned over immediately and the game clock starts. In levels 1–4 the maximum viewing time is 45 seconds; from level 5 it is shortened progressively down to 8 seconds at very high levels.
Memory Storm is based on classic paired-associate memory paradigms. Briefly memorizing the card positions requires active visual working memory, and persevering over many rounds trains sustained attention.
| Level | Grid | Card pairs | Viewing time (max) | Game time | Special feature |
|---|---|---|---|---|---|
| 1 | 4×3 | 6 pairs | 45 s | 90 s | Introduction |
| 2 | 4×4 | 8 pairs | 45 s | 120 s | Larger field |
| 3 | 5×4 | 10 pairs | 45 s | 160 s | More to remember, time penalty for errors |
| 4 | 6×4 | 12 pairs | 45 s | 210 s | Full field |
| 5 | 6×4 | 12 pairs | 35 s | 200 s | Viewing time drops for the first time |
| 6 | 6×4 | 12 pairs | 25 s | 190 s | Short time window for memorizing |
| 7 | 7×4 | 14 pairs | 30 s | 230 s | Larger grid, more pairs |
| 8 | 7×4 | 14 pairs | 20 s | 215 s | High working memory required |
| 9 | 8×4 | 16 pairs | 25 s | 260 s | Maximum grid |
| 10 | 8×4 | 16 pairs | 15 s | 245 s | Very short viewing time |
| 11+ | 8×4 | 16 pairs | 8–13 s | 245 s | Viewing time keeps dropping (minimum 8 s) |
The player can end the memorization phase at any time with Ready →; the stated time is the maximum. From level 5 the viewing time drops progressively — this is the central difficulty feature of the higher levels.
| Field | Description |
|---|---|
seq | Sequential number of the attempt within the session |
level | Level at the time of the attempt |
matched | true = pair found, false = no match |
card_a, card_b | The two emoji symbols that were revealed |
time_ms | Time between the first and second card click (recognition time of the pair) |
iti_ms | Inter-trial interval: time from the end of a trial (cards flipped back) to the first click of the next trial – short = impulsive, long = deliberation time |
re_error | true if the same wrong card pair is revealed a second time (repetition error). Measures whether the player remembers their own errors. |
t_ms | Time since session start (for placing the attempt in the course of the game) |
| Metric | Meaning |
|---|---|
max_level | Primary indicator – highest level started (= ceiling of working memory) |
accuracy_completed | Pair accuracy for completed levels only (excluding the last, failed level) – a fairer measure than overall accuracy |
error_rate | Overall error rate including the last level (structurally high, since failing at the ceiling is expected – for reference only) |
avg_flip_ms | Average recognition time for successful attempts (low = fast recognition) |
pairs_found | Absolute number of pairs found over the whole session |
total_misses | Absolute number of failed attempts over the whole session |
combo_max | Highest combo streak (consecutive hits without errors) |
re_error_count | Absolute number of repetition errors (same wrong pair revealed again) |
re_error_rate | Proportion of failed attempts in which the same wrong pair was revealed again (0 = no forgotten error pair; 1 = all errors are repetition errors). Measures memory for one's own errors. |
avg_iti_ms | Mean inter-trial interval over all attempts (short = impulsive, long = deliberation time before the next click) |
avg_iti_after_match_ms | Mean ITI after hits |
avg_iti_after_miss_ms | Mean ITI after errors (typically longer than after hits = post-error slowing) |
accuracy_completed and max_level are the
clinically more meaningful values.
re_error_rate (close to 1.0) means that the player, even after a
failed attempt, does not remember which pair was wrong – and reveals it again next time.
This is a sensitive marker of impaired error memory and reduced self-monitoring,
which is frequently observed in ADHD and working memory weaknesses.
avg_iti_after_miss_ms compared
to avg_iti_after_match_ms is a sign of post-error slowing
(adaptive behavior after errors), which is often absent or attenuated in ADHD.
Arithmetic problems fall from the top of the screen. Red problems must be solved and the answer entered via a number pad – before the block reaches the bottom edge. From level 4, colorful distractor blocks (blue, green, purple, yellow) also appear, with real arithmetic problems that must be deliberately ignored.
The basic mechanic (finding targets among distractors and responding correctly) corresponds to the visual search paradigm (searching for targets among distractors) as well as Herb Search (Kräutersuche) (targeted searching in space). The inhibition component (ignoring colorful blocks although they show solvable problems) corresponds to the Go/No-Go paradigm.
| Level | Operations | Distractor blocks | Max. simultaneous blocks |
|---|---|---|---|
| 1–2 | + − | No | 1 |
| 3 | + − | No | 1–2 |
| 4 | + − | 1 color (rare) | 2 |
| 5–6 | + − × | 2 colors | 2–3 |
| 7–8 | + − × | 2–3 colors (more frequent) | 3 |
| 8+ | + − × ÷ | 3–4 colors | 3 |
| Field | Description |
|---|---|
seq | Running number of the attempt |
level | Level at the time of the attempt |
task | The problem as text, e.g. "7 + 5" |
correct_ans | Correct answer |
user_input | Answer entered (null on timeout) |
reaction_ms | Time between the block appearing and the input |
correct | true/false |
reason | timeout = block missed · wrong_input = wrong answer · inhibition_failure = colorful block answered |
t_ms | Time since session start |
| Metric | Meaning |
|---|---|
avg_reaction_ms | Mean reaction time of correctly answered trials (time between the block appearing and the input) |
correct | Number of correctly answered red blocks |
missed | Number of missed (timeout) and incorrectly answered blocks |
accuracy | Calculation accuracy: correct / total trials (0–1) |
combo_max | Highest combo streak (consecutive correct answers) |
operations | Arithmetic operations used in this session (array: add / sub / mul / div) |
Squares light up in a particular order on a 3×3 grid. The task is to reproduce the same sequence exactly afterwards by tapping the squares. With every level the sequence gets longer. Errors are visible immediately – the wrong square lights up red.
Pattern Catcher is a direct implementation of the Corsi block-tapping test, the standard paradigm for measuring visual-spatial memory span. The maximum sequence length that can be reproduced without error corresponds to the “Corsi span” and is an established clinical marker of visual-spatial working memory.
| Level | Sequence length | Notes |
|---|---|---|
| 1 | 3 squares | Entry level |
| 2–3 | 4–5 squares | Normal range of Corsi span |
| 4–5 | 6–7 squares | Above average, high demand |
| 6+ | 8+ squares | Requires excellent visual working memory |
| Field | Description |
|---|---|
round | Round number within the session |
level | Current level |
seq_len | Length of the sequence to be reproduced |
target_seq | Order shown (square numbers 0–8) |
user_seq | Order tapped by the player |
press_times | Time of each tap in ms (from the start of the round) |
error_at | Position of the first error (null = correct) |
correct | true = completely correct |
time_ms | Total duration of the reproduction |
t_ms | Time since session start |
| Metric | Meaning |
|---|---|
max_seq_len | Primary indicator (Corsi span) – longest sequence reproduced correctly. Corresponds to the clinical Corsi span: norm for 15-year-olds ≥ 5. |
accuracy | Proportion of completely correct rounds / total rounds (0–1) |
perfect_rounds | Absolute number of error-free rounds |
errors | Absolute number of rounds with at least one error |
avg_recognition_ms | Mean total duration of the reproduction in correct rounds (low = fast, confident reproduction) |
grid_size | Grid size at the end of the session (3×3 / 2×3 / 2×2) – shows the complexity level at which the game was played |
Circular targets appear and disappear again after a short time. Each target shows a symbol and has a colour. The task: tap only the correct targets, ignore all the others. From level 4, colour becomes an additional criterion – only certain colour-symbol combinations are GO targets.
| Level | NOGO colours with ★ | GO colours with ★ |
|---|---|---|
| 1–3 | none (only ✦ is NOGO) | Green (all ★) |
| 4 | Red | Green, Blue |
| 5 | Red, Orange | Green, Blue |
| 6 | Red, Orange, Purple | Green, Blue |
| 7+ | Red, Orange, Purple, Yellow | Green, Blue |
The Go/No-Go test (levels 1–3) follows the classic and measures response inhibition (the ability to suppress an impulse). The conjunction task from level 4 (colour AND symbol) corresponds cognitively to the Opposite Worlds subtest: a learned response (tap ★) has to be overridden by a rule (wrong colour = ignore). This is a higher level of inhibitory control, which is often impaired in ADHD-typical profiles.
| Field | Description |
|---|---|
seq | Running number of the trial |
level | Level at that time |
type |
go = GO target ·
nogo_shape = ✦ target (shape rule) ·
nogo_color = ★ with the wrong colour (colour conjunction)
|
color | Colour of the target (green, blue, red, orange, purple, yellow) |
reaction_ms | Reaction time in ms (null = not tapped / correctly ignored) |
correct | true = responded correctly (GO tapped or NOGO ignored) |
t_ms | Time since session start |
| Metric | Meaning |
|---|---|
avg_reaction_ms | Mean reaction time for GO targets (including the mouse-movement component) |
median_reaction_ms | Median reaction time (more robust against outliers than the mean) |
rt_sd | Standard deviation of reaction time – a measure of consistency of attention (ADHD marker) |
rt_p10 | 10th percentile – the fastest 10 % of reactions. Since the cursor is already close to the target when tapping, P10 approaches the pure cognitive RT. |
go_accuracy | Proportion of GO targets tapped correctly (0–1) |
nogo_inhibition | Proportion of NOGO targets correctly ignored (0–1, both types: shape and colour NOGO) |
color_nogo_inhibition | Inhibition rate specifically for colour-conjunction NOGOs (★ wrong colour, level 4+) |
hits | Absolute number of GO targets tapped correctly |
misses | Absolute number of GO targets not tapped (omission errors) |
false_alarms | Absolute number of NOGO targets tapped in error (commission errors) |
max_combo | Highest combo streak (consecutive correct responses) |
Symbols appear on the screen in rapid succession – including the target symbol 💡 (light bulb) and various distractor symbols (💥 ✨ 🌀 etc.). The task is: count only the light bulbs 💡, ignore all other symbols. A sound may play at the same time – from level 3 the distractors also have their own sounds, and from level 4 sounds and images may deliberately not match (mismatch). When the sequence is over, the player enters the number they counted.
From level 4 a special mechanism is added: the target sound sometimes plays with a distractor (and vice versa). This tempts players to react to the sound alone – the player must still count only the visual 💡 symbol.
Signal-Zähler trains sustained attention: children count a tone sequence having to listen and count how often two tones follow each other directly. In FocusZone the paradigm is extended bimodally: image AND sound must be perceived at the same time. This trains two components at once:
The number of targets and distractors is chosen randomly per round within the stated range – so no level is exactly predictable.
| Level | Targets 💡 | Distractors | Interval | Display time | Active features |
|---|---|---|---|---|---|
| 1 | 4–7 | 0 | 2000 ms | 800 ms | Visual only (no sound) |
| 2 | 8–14 | 3–9 | 1700 ms | 650 ms | Sound for targets · first distractors |
| 3 | 10–17 | 7–15 | 1550 ms | 580 ms | + sound for distractors too |
| 4 | 10–17 | 10–20 | 1380 ms | 540 ms | + sound-image mismatch 8% |
| 5 | 12–20 | 15–28 | 1200 ms | 470 ms | + similar distractor sound · 14% mismatch |
| 6 | 14–23 | 20–36 | 1050 ms | 400 ms | 22% mismatch |
| 7 | 16–27 | 26–46 | 900 ms | 330 ms | 28% mismatch |
| 8 | 20–32 | 32–56 | 750 ms | 270 ms | 35% mismatch |
| 9 | 24–38 | 40–70 | 580 ms | 210 ms | 42% mismatch |
Like all FocusZone games, Signal-Zähler uses a 2-back staircase: 2 consecutive exact hits (counting error = 0) → raise the level. 2 consecutive errors → lower the level. Difficulty thus adapts automatically to the current performance level.
| Field | Description |
|---|---|
rnd | Round number within the session |
lvl | Level at the time of the round |
tgt | Expected number of hits (target symbols 💡 that actually occurred in this round) |
dst | Number of distractors in this round |
misTgt | Number of sound-image mismatches for targets: sound plays but no 💡 symbol appears (level 4+) |
misDst | Number of sound-image mismatches for distractors: target sound with the wrong symbol (level 4+) |
ans | Number of hits entered by the player |
err | Absolute deviation (|ans − tgt|) |
pts | Points: 100 × level for err = 0, 60 × level for err = 1 |
| Metric | Meaning |
|---|---|
rounds | Rounds played (max. 10 per session) |
exact_hits | Absolute number of rounds with counting error = 0 (exact hit) |
near_hits | Absolute number of rounds with counting error = 1 |
misses | Absolute number of rounds with counting error ≥ 2 |
accuracy | Hit rate: (exact_hits + near_hits) / rounds (0–1) |
avg_error | Mean deviation across all rounds (low = accurate counting) |
distractor_effect | Accuracy difference between rounds without and with distractors (positive = distractors worsen performance). Inhibition indicator. |
total_mismatch_events | Total number of sound-image mismatches that occurred across all rounds |
distractor_effect shows that distractor symbols noticeably
reduce counting accuracy. This is an indicator of inhibition: the player cannot prevent distractors from
disrupting their attention. In ADHD-typical profiles this effect is often disproportionately
pronounced and is well suited as a sensitive marker for tracking change over time.
Arrows appear on the screen one after another. The rule is simple: → adds 1 to the running count, ← subtracts 1. The player has to keep track of the count entirely in their head – no intermediate value is shown. The sequence begins with a random starting number (8–15). After the last arrow, the player enters the calculated final value.
A change of direction (← after → or vice versa) is signalled by a brief yellow ring around the arrow and is also highlighted by a sound. From level 5 onwards, ↑↓ arrows also appear as distractors that have to be ignored.
Pfeil-Zähler trains cognitive flexibility. In the comparable paradigm, little animals climb up or down a ladder; the counting direction changes with every reversal. The paradigm measures:
| Level | Arrows | Switches | Display time | Pause | Ø presentation | Distractors (↑↓) |
|---|---|---|---|---|---|---|
| 1 | 8 | 1 | 1600 ms | 650 ms | ~18 s | — |
| 2 | 12 | 2 | 1470 ms | 600 ms | ~25 s | — |
| 3 | 16 | 3 | 1340 ms | 550 ms | ~30 s | — |
| 4 | 20 | 4 | 1210 ms | 500 ms | ~34 s | — |
| 5 | 24 | 5 | 1080 ms | 450 ms | ~37 s | 10% |
| 6 | 28 | 6 | 950 ms | 400 ms | ~38 s | 20% |
| 7 | 32 | 7 | 820 ms | 350 ms | ~37 s | 30% |
| 8 | 36 | 8 | 690 ms | 300 ms | ~36 s | 30% |
Pfeil-Zähler uses a somewhat more tolerant staircase rule than the other games, since exact counting is particularly difficult in long sequences:
| Errors (err) | Rating | Effect on staircase |
|---|---|---|
| 0 or 1 | Good | consGood++; after 2× good → level +1 |
| 2 | Neutral | No change (no streak reset) |
| 3 or more | Poor | consBad++; after 2× poor → level −1 |
| Field | Description |
|---|---|
rnd | Round number |
level | Level in this round (before the staircase adjustment) |
start | Random starting number (8–15) |
correct | Mathematically correct final value of the sequence |
ans | Value entered by the player |
err | Magnitude of the deviation (|ans − correct|) |
switches | Number of changes of direction in this round |
seqLen | Number of regular arrows (without distractors) |
dstCount | Number of ↑↓ distractors that actually appeared |
pts | Points: 100×level (err=0), 60×level (err=1), 25×level (err=2) |
| Metric | Meaning |
|---|---|
rounds | Rounds played (max. 12 per session) |
exact_hits | Absolute number of rounds with counting error = 0 (exact hit) |
near_hits | Absolute number of rounds with 0 < err ≤ 2 (near hits) |
misses | Absolute number of rounds with err > 2 |
accuracy | Exact-hit rate: exact_hits / rounds (0–1) |
avg_error | Ø deviation across all rounds |
switch_effect | Difference in errors between rounds with a high vs. low number of switches (positive = switches impair accuracy). Clinically sensitive for cognitive flexibility deficits. |
total_score | Total score of the session |
switch_effect (e. g. +2.5) means that counting accuracy with many
changes of direction is clearly worse than with few. This is a sensitive marker for
deficits in cognitive flexibility and in working memory under switching load –
typical of ADHD and executive function weaknesses.
Sternen-Scanner DT is a dual-task game: the player works on two tasks at the same time – visual symbol search and auditory counting. The game measures how well attentional capacity can be divided between two parallel demands.
Sternen-Scanner DT trains divided attention. In the classic paper test, children search a sheet for pairs of stars (visual) while counting tones (auditory). The key measure is the dual-task cost: how much does performance on each single task drop when both tasks have to be carried out in parallel?
The game is divided into three consecutive phases that run automatically one after the other:
| Phase | Task | Rounds | Purpose |
|---|---|---|---|
| Phase A | Visual symbol search only | 1 (fixed) | Visual baseline |
| Phase B | Counting tones only | 1 (fixed) | Auditory baseline |
| Phase C | Both at the same time | up to 15 (adaptive) | Dual-task measurement |
Pairs of symbols appear on the playing field – two characters side by side (e. g. ◉◉ or ◉▲). The player clicks only on pairs with identical symbols. Pairs with different symbols are distractors and are ignored. Each symbol pair disappears automatically after a level-dependent time. Missed targets and false clicks are recorded.
During the round, short tones sound at random times. The player silently counts all the tones. At the end of the round, they enter the counted number on a numpad.
Phase C adjusts the difficulty automatically:
| Level | Visual items | Display duration | Tones per round |
|---|---|---|---|
| 1 | 3 | 4.5 s | 3–5 |
| 2 | 5 | 4.0 s | 3–6 |
| 3 | 7 | 3.5 s | 4–7 |
| 4 | 9 | 3.0 s | 5–8 |
| 5 | 11 | 2.6 s | 5–9 |
| 6 | 13 | 2.6 s | 6–10 |
| 7 | 15 | 2.4 s | 6–11 |
| 8 | 17 | 2.2 s | 7–12 |
| 9 | 19 | 2.0 s | 7–13 |
| 10 | 22 | 1.8 s | 8–13 |
| Metric | Meaning |
|---|---|
| Visual single (A) | Ø visual hit rate from phase A (baseline without distraction by tones) |
| Tone single (B) | Ø tone counting accuracy from phase B (1.0 = exact, 0.5 = ±1, 0 = wrong) |
| Visual dual (C) | Ø visual hit rate in phase C under dual-task conditions |
| Tone dual (C) | Ø tone counting accuracy in phase C under dual-task conditions |
| DT cost visual | Dual-minus-single difference, visual (negative value = performance drop; 0% = no effect) |
| DT cost auditory | Dual-minus-single difference, auditory (central progress indicator for divided attention) |
| Max. level | Highest difficulty level reached in phase C (informational value, not a rated metric) |
| Phase C rounds | Number of dual-task rounds completed (max. 15) |
| Metric | Good | Normal | Explanation |
|---|---|---|---|
| Visual single (phase A) | ≥ 80% | ≥ 65% | Baseline visual hit rate |
| Tone single (phase B) | ≥ 85% | ≥ 70% | Baseline tone counting accuracy |
| Visual dual (phase C) | ≥ 75% | ≥ 55% | Visual performance under dual task |
| Tone dual (phase C) | ≥ 80% | ≥ 60% | Tone performance under dual task |
| DT cost visual | ≤ 10% | ≤ 25% | Performance drop, visual · 0% = no effect |
| DT cost auditory | ≤ 10% | ≤ 25% | Performance drop, auditory · central progress indicator |
| Max. level phase C | – Info | Not a rated metric – shows the difficulty level | |
| Field | Meaning |
|---|---|
phase | A (visual alone) / B (auditory alone) / C (dual task) |
round | Round number within the phase |
level | Adaptive difficulty level (phase C only; null in A and B) |
visual_targets | Number of target symbol pairs in the round |
visual_hits | Of these, correctly clicked |
visual_fa | False alarms: false clicks on distractors |
visual_acc | Visual hit rate (hits / targets, 0–1) |
tone_target | Actual number of tones (null in phase A, as there are no tones) |
tone_given | Number of tones entered |
tone_error | Magnitude of the tone deviation (null in phase A) |
good_round | Staircase rating (true/false, phase C only) |
adapt_msg | Level adjustment message after the round: ↑ (level up) / ↓ (level down) / null (no change). Phase C only. |
score | Points for this round (phase C only: hits ×10 + tone bonus; phase A/B = 0) |
| Metric | Meaning |
|---|---|
visual_acc_single | Ø visual hit rate phase A (baseline without tone task) |
tone_acc_single | Ø tone accuracy phase B (baseline without search task; 1.0 = exact, 0.5 = ±1 error, 0 = wrong) |
visual_acc_dual | Ø visual hit rate phase C (dual-task condition) |
tone_acc_dual | Ø tone accuracy phase C (dual-task condition) |
dt_cost_visual | Dual-task cost, visual = visual_acc_dual − visual_acc_single (negative = performance drop under dual task) |
dt_cost_auditory | Dual-task cost, auditory = tone_acc_dual − tone_acc_single (central progress indicator for divided attention) |
max_level | Highest level reached in phase C (adaptive difficulty level, not a norm value) |
rounds_total | Total number of rounds played (all phases) |
rounds_a | Number of phase A rounds (always 1, visual baseline) |
rounds_b | Number of phase B rounds (always 1, auditory baseline) |
rounds_c | Number of phase C rounds (max. 15, dual-task measurement) |
Kräutersuche (Herb Hunt) is a visual search game: 450 symbols are scattered across a large, scrollable flower meadow. Among them are 68 target plants (🌿 herbs and 🍀 clover). The player has to track down the target plants systematically within 3 minutes and mark them by clicking on them.
Kräutersuche trains selective attention and visual search strategy. The task requires identifying relevant target stimuli (target symbols) among a large number of irrelevant distractors, while proceeding systematically.
| Parameter | Value |
|---|---|
| Game time | 3 minutes |
| Meadow size | 2048 × 1536 px (scrollable flower meadow) |
| Total symbols | 450 |
| Target plant 1 | 🌿 Herbs – 38 items |
| Target plant 2 | 🍀 Clover – 30 items |
| Distractors | 382 colourful flowers (🌸🌺🌻🌼🌷🌹 etc.) |
| Symbol size | Small, greyscale – targets recognisable by shape only |
| Marking | Click → symbol turns green + numbered badge (order) |
Score = hits × 80 + remaining seconds × 5 − false hits × 50
| Metric | Meaning |
|---|---|
| Hits | Number of target symbols correctly found (max. 68) |
| Missed | Target symbols not found |
| False hits | Clicks on distractors |
| Accuracy | Hits / total target symbols (0–100 %) |
| Ø distance (px) | Mean distance between consecutive hits – a measure of search efficiency |
| Systematicity | Proportion of consecutive hit pairs without a strong backward movement (upwards) – measures orderly scanning (0–100 %) |
| Path length (px) | Total length of the search path travelled between all hits |
| Metric | Good | Normal | Explanation |
|---|---|---|---|
| Hit rate | ≥ 78 % | ≥ 55 % | Proportion of target symbols found |
| False-hit rate | ≤ 5 % | ≤ 18 % | False hits / (hits + false hits + missed) |
| Systematicity | ≥ 70 % | ≥ 45 % | Orderliness of the search path |
| Ø distance | – Info | Not a rated metric; lower values = more efficient search | |
Each Kräutersuche session shows a canvas minimap in the admin area (compact thumbnail, click to enlarge in a full-screen overlay):
Clicking the minimap opens an overlay at full resolution (up to 90 % of the screen). Close with ESC or by clicking outside.
| Field | Meaning |
|---|---|
action | mark = hit on a target plant · false_alarm = click on a distractor |
id | Internal symbol ID |
icon | Symbol character (🌿 herbs or 🍀 clover) |
type | target / distractor |
order | Order of the hit (1, 2, 3 … – chronological sequence of finds) |
x, y | Click position on the map (in map pixels) |
t_ms | Time since game start in ms |
| Metric | Meaning |
|---|---|
hits | Total target symbols found (max. 68) |
hits_t1 | 🌿 Herbs found (out of 38) |
hits_t2 | 🍀 Clover found (out of 30) |
misses | Target symbols not found (68 − hits) |
false_alarms | Clicks on distractors (false hits) |
accuracy | Hit rate: hits / total_targets (0–1) |
false_alarm_rate | False-hit rate: false_alarms / (hits + false_alarms + misses) |
time_used_sec | Game time actually used, in seconds (max. 180) |
total_targets | Total number of target symbols: 68 (38 herbs + 30 clover) |
total_symbols | Total symbols on the meadow: 450 |
avg_dist_px | Ø distance between consecutive hits in pixels (low = efficient, spatially concentrated search) |
total_path_px | Total length of the search path (sum of all distances between consecutive hits) |
systematicity | Proportion of consecutive hit pairs without backward movement (0–100 %). Measures orderly, row-by-row searching. |
hit_sequence | Chronological hit list: per hit order, x, y, icon, t_ms |
false_alarms_seq | False-hit list: per click x, y, t_ms |
missed_targets | Targets not found: per symbol x, y, icon |
dists | Array of distances between consecutive hits (basis for avg_dist_px and total_path_px) |
Blitz-Reaktion (Lightning Reaction) is a Continuous Performance Test (CPT): a stimulus briefly appears in the middle of the screen – either ⚡ (go stimulus) or 🛑 (no-go stimulus). The player responds to the go stimulus by clicking or pressing Enter, and ignores the no-go stimulus. The inter-stimulus interval (ISI) varies randomly to prevent anticipation.
The CPT paradigm is one of the best-validated neuropsychological instruments for assessing sustained attention and impulse control. The most important clinical markers:
| Parameter | Value |
|---|---|
| Trials | 75 |
| Go proportion | 72 % |
| ISI (min/max) | 1000–2600 ms |
| Stimulus duration | 200 ms |
| Response window | 1000 ms |
Hit: 100 points + speed bonus (up to +60) + streak bonus · Commission: −60 · Omission: −15 · Correct rejection: +25
| Metric | Meaning |
|---|---|
n_go | Number of go trials |
n_nogo | Number of no-go trials |
hits | Correct responses to go stimuli |
omissions | Missed go stimuli (omissions) |
commissions | Incorrect responses to no-go stimuli (commission errors = failure of impulse control) |
hit_rate | Hit rate: hits / n_go (0–1) |
omission_rate | Omission rate: omissions / n_go (0–1) |
commission_rate | Commission rate: commissions / n_nogo (0–1) |
mean_rt_ms | Ø reaction time across all hits |
median_rt_ms | Median of the hit RTs (more robust against outliers than the mean) |
sd_rt_ms | Standard deviation of RT (ISD) – strongest clinical CPT signal, ADHD marker |
lapse_count | Number of hits with RT > 2×median (attention lapses) |
commission_rt_ms | Ø RT for commission errors (typically faster than hit RT = impulsive response) |
rt_block1_ms | Ø RT in the first third of the session |
rt_block3_ms | Ø RT in the last third of the session |
vigilance_decrement | Vigilance decrement: rt_block3 − rt_block1 (positive = slowing towards the end of the session = vigilance decrement) |
post_error_rt_ms | Ø RT of the trials immediately after an error (post-error slowing) |
streak_max | Longest streak of hits without an error |
commission_rt_ms compared with mean_rt_ms
is a sensitive indicator of impaired impulse control.
lapse_count counts responses that are more than twice as slow as the median –
attention lapses that are often associated with daydreaming or brief drops in vigilance.
vigilance_decrement measures whether reaction time increases over the course of the session
(fatigue-related decline). Both markers are frequently elevated in ADHD and are suitable as progress indicators.
post_error_rt_ms ≈ mean_rt_ms), it may point to reduced
error processing – a finding that is frequently described in ADHD.
| Metric | Good | Normal | Explanation |
|---|---|---|---|
| Hit rate | ≥ 92 % | ≥ 78 % | Go stimuli detected |
| Commission rate | ≤ 5 % | ≤ 15 % | Response to no-go = impaired impulse control |
| ISD (RT-SD) | ≤ 80 ms | ≤ 180 ms | Variability of RT – ADHD marker |
| Median RT | ≤ 300 ms | ≤ 500 ms | Cognitive reaction speed |
| Vigilance decrement | ≤ 30 ms | ≤ 80 ms | Stable course vs. fatigue-related decline |
| Post-error slowing | – Info | Positive = normal adaptive behaviour; often absent in ADHD | |
| Field | Meaning |
|---|---|
seq | Sequential number of the trial within the session |
type | go = go stimulus (⚡) · nogo = no-go stimulus (🛑) |
outcome | hit = correct response to go · omission = go missed · commission = incorrect response to no-go · correct_rejection = no-go correctly ignored |
rt_ms | Reaction time in ms (only for hit and commission; null otherwise) |
t_ms | Time since session start |
Pfadfinder (Path Finder) is a visuospatial memory game modelled on the Corsi block test: on a grid of dots (3×3 → 4×4 → 5×5), the dots of a connected path light up one after another – each with its step number. The player then has to tap exactly this path in the correct order. As the level rises, the path gets longer and the display time shorter – from level 6 on, diagonal connections are added, and from level 12 on the path may also cross itself.
The Corsi block test is one of the most widely used instruments for assessing visuospatial working memory. The maximum error-free path length (Corsi span) is regarded as a direct measure of the spatial capacity of working memory. Children and adolescents with ADHD frequently show reduced Corsi spans and increased latencies in spatial recall – both are captured by Pfadfinder.
| Level | Grid | Path length | Directions | Crossing | ms / step |
|---|---|---|---|---|---|
| 1 | 3×3 | 3 | H/V | no | 580 |
| 2 | 3×3 | 3 | H/V | no | 548 |
| 3 | 3×3 | 4 | H/V | no | 516 |
| 4 | 3×3 | 4 | H/V | no | 484 |
| 5 | 4×4 | 5 | H/V | no | 452 |
| 6 | 4×4 | 5 | H/V + diagonal | no | 420 |
| 7 | 4×4 | 6 | H/V + diagonal | no | 388 |
| 8 | 4×4 | 6 | H/V + diagonal | no | 356 |
| 9 | 5×5 | 7 | H/V + diagonal | no | 324 |
| 10–11 | 5×5 | 7–8 | H/V + diagonal | no | 300 |
| 12+ | 5×5 | 8–max | H/V + diagonal | yes | 300 |
Session: 20 rounds. Staircase: 2 correct → level+1 · 2 errors → level−1 (min. 1). H/V = horizontal/vertical. Diagonal = all 8 directions.
| Field | Meaning |
|---|---|
round | Round number (1–20) |
level | Current staircase level |
path_len | Number of cells in the path |
grid | Grid size: "3x3" (levels 1–4), "4x4" (levels 5–8) or "5x5" (level 9+) |
target_path | Correct cell indices in order (e.g. [2,7,11,15]) |
user_path | Cell indices tapped by the player |
first_error_at | Index of the first error in user_path (null = correct) |
correct | true if user_path === target_path |
recall_start_ms | Latency until the first tap after the end of the display (ms) |
total_time_ms | Total duration of the input phase (ms) |
t_ms | Time since session start (ms) |
| Metric | Meaning |
|---|---|
max_path_len | Longest correctly remembered path – Corsi-span analogue, primary clinical measure |
accuracy | Share of correct rounds (0–1) |
perfect_rounds | Number of error-free rounds |
errors | Number of rounds with errors |
avg_recall_start_ms | Ø latency until the first tap – retrieval speed / mental rotation |
avg_step_time_ms | Ø time per tap step – motor planning speed |
| Metric | Good | Normal | Explanation |
|---|---|---|---|
| Max. path length | ≥ 6 | ≥ 4 | Corsi span: norm for 15-year-olds ≥ 5; ≤ 3 = clearly reduced |
| Accuracy | ≥ 75 % | ≥ 50 % | Share of correct rounds over the session |
| Ø Start latency | ≤ 800 ms | ≤ 1500 ms | Fast retrieval = good spatial processing speed |
The admin board is available at admin.php?mandant=praxis-code and requires the administrator access set up by the platform. It offers four analysis tabs: Overview, Sessions, Comparison and Analysis.
dr-meyer). Patients log in via
focuszone.php?mandant=dr-meyer — the login then automatically shows the practice logo,
applies the configured default theme and hides locked games on the server side.
Practice admins reach their admin login via admin.php?mandant=dr-meyer,
which also shows the practice logo. The mandant= parameter is
not case-sensitive.
Each session shows a game-specific progress chart. All charts share the same basic logic:
| Game | Y axis | Color coding | Special feature |
|---|---|---|---|
| 🃏 Memory Storm | Reaction time (ms) | Green = match · Red = error | – |
| 🥷 Zahlen-Ninja | Reaction time (ms) | Green/cyan/yellow = fast→slow · Red = error | ✕ = timeout, ✗ = wrong input |
| 💠 Pattern Catcher | Sequence length | Green = correct · Red = error | Red line = error position in the sequence |
| ★ Focus Dash | Reaction time (ms) | Green/cyan/yellow = fast→slow | Circles = GO · Diamonds = NOGO · Red line = accuracy line |
| 💡 Signal-Zähler | Target count per round | Green = exact · Yellow = ±1 · Red = error | Orange stripe at top = deception events (mismatch) |
| 🧭 Pfeil-Zähler | Sequence length per round | Green = exact · Yellow = ±1 · Red = error | Yellow dots at top = number of direction changes |
| 🔭 Sternen-Scanner DT | Visual accuracy (0–100 %) | Cyan = phase A · Green/red/yellow = phase C (good/poor/neutral) | Purple/red bars at bottom = tone errors · L = level of the round · dashed = phase boundary |
For each game, the Analysis tab offers a compact statistical summary of all active sessions of the selected player.
| CV value | Rating |
|---|---|
| < 15 % | Very consistent |
| 15–30 % | Consistent |
| 30–50 % | Variable |
| > 50 % | Very variable |
| Value | Clinical relevance |
|---|---|
| rt_sd (reaction time SD) | High SD = inconsistent attention, typical in ADHD. Low SD = stable, even concentration. |
| nogo_inhibition | Values below 0.8 (80%) can be taken as an indication of difficulties with impulse control. Clinical classification by a professional is required. |
| color_nogo_inhibition | Specific to conjunction inhibition (color + shape). Lower values than nogo_inhibition = color rules harder to retain. |
| Corsi span (max seq_len) | Age-appropriate for 15-year-olds: ≥ 5. Below 4 = possible indication of a visuospatial working memory weakness. |
| Course of rt_sd | If rt_sd is higher at the start of the session and lower towards the end: settling-in effect, to be seen as positive. |
| inhibition_failure (Zahlen-Ninja) | Shows that an automatic response impulse was not suppressed – Go/No-Go failure despite the task. |
| DT cost value (Sternen-Scanner DT) | Central progress indicator for divided attention. Values below −25% can be considered indicative. In ADHD-typical profiles one channel is often more affected – comparing both modalities can complement progress monitoring. |
| Tone counting accuracy (Sternen-Scanner DT) | Auditory working memory under dual-task conditions. Errors ≥ 3 in a round count as a poor round. Comparing phase B vs. phase C accuracy shows the pure dual-task effect on the auditory channel. |
Every session detail view contains a “Analysis of game performance” button. The detail view rates the session’s metrics on four levels and shows an overall verdict.
| Level | Symbol | Meaning |
|---|---|---|
| Unremarkable ★ | ● | All core values in the upper reference range |
| Within reference range ✓ | ● | Values within the reference range, no notable indication |
| Noteworthy ~ | ● | Individual values just below the reference range – monitor progress |
| Indicative ⚠ | ● | Clear deviation – consultation with a professional recommended |
The overall verdict is based on the worst single value. Metrics without a rating (grey “– Info”) are not included in the overall verdict.
| Metric | Good | Normal | Borderline | Note |
|---|---|---|---|---|
| Go hit rate | ≥ 90 % | ≥ 75 % | ≥ 64 % | Primary accuracy marker |
| NoGo inhibition | ≥ 90 % | ≥ 75 % | ≥ 64 % | Strongest ADHD marker |
| Median reaction time | ≤ 600 ms | ≤ 1000 ms | ≤ 1300 ms | Incl. mouse movement time; median more robust than mean |
| RT variability (SD) | ≤ 100 ms | ≤ 220 ms | ≤ 286 ms | Strongest clinical signal – consistency of attention |
| Fastest 10 % (P10) | — information only, no rating — | Cleanest cognitive RT estimate (cursor close to the target) | ||
| Metric | Good | Normal | Borderline | Note |
|---|---|---|---|---|
| Max. level (working memory span) | ≥ 7 | ≥ 5 | ≥ 3 | Primary indicator – highest level reached before the end of the session |
| Pair accuracy of completed levels | ≥ 82 % | ≥ 65 % | ≥ 55 % | Only trials from fully completed levels (excluding the ceiling level) – corresponds to accuracy_completed |
The game always ends at the ceiling level (the last level that was no longer passed). The pair accuracy of the ceiling level is therefore not included, since failing there is inherent to the design and not clinically meaningful.
| Metric | Good | Normal | Borderline | Note |
|---|---|---|---|---|
| Calculation accuracy | ≥ 88 % | ≥ 70 % | ≥ 60 % | Primary evaluation value – central progress indicator |
| Median response time | — information only, no rating — | RT includes block fall time + level-dependent task difficulty; not suitable as a performance metric | ||
| Metric | Good | Normal | Borderline | Note |
|---|---|---|---|---|
| Max. sequence length (Corsi span) | ≥ 7 cells | ≥ 5 cells | ≥ 4 cells | Age-appropriate for 15-year-olds: ≥ 5 |
| Pattern precision | ≥ 80 % | ≥ 60 % | ≥ 51 % | Share of sequences reproduced completely correctly |
| Metric | Good | Normal | Borderline | Note |
|---|---|---|---|---|
| Hit rate (±0 or ±1) | ≥ 82 % | ≥ 60 % | ≥ 51 % | Share of rounds with at most 1 counting error |
| Mean counting error per round | ≤ 0.8 | ≤ 2.0 | ≤ 2.6 | Average deviation from the correct signal value |
| Distractor effect | ≤ 8 % | ≤ 28 % | ≤ 36 % | Performance drop caused by distractor stimuli (0 = no effect) |
| Metric | Good | Normal | Borderline | Note |
|---|---|---|---|---|
| Exact rate (error 0–1) | ≥ 70 % | ≥ 45 % | ≥ 38 % | Share of rounds with counting error 0 or 1 |
| Mean counting error per round | ≤ 1.2 | ≤ 2.8 | ≤ 3.6 | Average deviation from the correct final value |
| Switch effect | ≤ 0.8 | ≤ 2.5 | ≤ 3.3 | Performance drop at direction changes – > 2.5 to be considered indicative |
| Metric | Good | Normal | Borderline | Note |
|---|---|---|---|---|
| Visual single (phase A) | ≥ 80 % | ≥ 65 % | ≥ 55 % | Baseline – without tone distraction |
| Tone single (phase B) | ≥ 85 % | ≥ 70 % | ≥ 60 % | Baseline – without visual distraction |
| Visual dual (phase C) | ≥ 75 % | ≥ 55 % | ≥ 47 % | Visual under dual-task load |
| Tone dual (phase C) | ≥ 80 % | ≥ 60 % | ≥ 51 % | Auditory under dual-task load |
| DT cost visual | ≤ 10 % | ≤ 25 % | ≤ 33 % | Drop: dual minus single; 0 % = no effect |
| DT cost auditory | ≤ 10 % | ≤ 25 % | ≤ 33 % | Central progress indicator – often conspicuous in ADHD-typical profiles |
| Max. level phase C | — information only, no rating — | Adaptive difficulty level, not a norm value | ||
The Practice settings section is located in the left sidebar of the admin board. Changes affect your own practice only. After every change, click Save.
dr-meyer). It changes both the patient login link and the admin login link at the same time. It is automatically converted to lowercase and URL-safe characters.
Below the address fields there is a grid of checkboxes for all 9 games.
On the FocusZone start page (focuszone.php), deactivated games are
hidden on the server side for all patients of this practice — they are not visible in the source
code either. This setting is the default; it can be overridden individually for single patients (→ Patient management).
The theme toggle button (☀️/🌙) at the bottom right of every page switches immediately and saves the choice. On tenant pages, a tenant-specific value is saved in addition.
In the admin board, clicking a patient in the left sidebar opens the detail view. Above the game cards there are three management areas.
Next to the patient's name there is a small ✏ symbol. Clicking it opens the master data panel:
After saving, name and email are updated immediately in all statistics tables.
Directly below the master data is the section 🎮 Game activation. Here the practice's default configuration can be overridden for a single patient.
focuszone.php is loaded, the games are filtered on the server side
based on the login cookie. Deactivated tiles are not visible in the browser source code — there is no client-side
hide/show that could be bypassed.
| Term | Explanation |
|---|---|
| Go/No-Go | Paradigm in which the person should respond to certain stimuli (Go) and not respond to others (No-Go). Measures response inhibition / impulse control. |
| Inhibitory control | Ability to suppress automatic or impulsive responses. Core function of the prefrontal cortex. |
| Conjunction task | Task in which several features (here: colour AND shape) must be taken into account at the same time. |
| Corsi block test | Standardised test of visuospatial short-term memory. Measures the Corsi span (maximum sequence length that can be reproduced correctly). |
| Reaction time (RT) | Time between the appearance of a stimulus and the motor response to it, measured in milliseconds. |
| RT-SD | Standard deviation of the reaction time. Measure of the consistency / variability of the response. |
| Percentile (p10) | 10th percentile: The reaction time value below which 10% of all measurements lie – corresponds to the fastest responses. |
| Rolling accuracy | Accuracy calculated over a sliding window of 5 consecutive trials. Shows local trends during the course of the game. |
| Working memory | Short-term temporary storage and manipulation of information. Trained in Memory Storm and Pattern Catcher, among others. |
| Selective attention | Ability to filter relevant information out of a set of stimuli and to ignore irrelevant ones. |
| Sustained attention | Ability to stay focused on a task over a longer period of time (vigilance). |
| Divided attention | Simultaneous processing of several sources of information (e.g. auditory + visual). Opposite of focused attention. |
| Cognitive flexibility | Ability to switch mentally between rules, strategies or tasks (task switching). Trained by frequent changes of direction in the Pfeil-Zähler (Arrow Counter). |
| Task switching | Specific aspect of cognitive flexibility: switching from one mental task to another. Coping with every change of direction in the Pfeil-Zähler (Arrow Counter) requires task switching. |
| Mismatch (Signal-Zähler) | Event in which the tone and the visual symbol do not coincide in time. Tempts the player into wrong counts. The share rises from 8% (level 4) to 38% (level 9). |
| Switch effect (Pfeil-Zähler) | Difference in counting accuracy between rounds with many vs. few changes of direction. A high value = cognitive flexibility is the bottleneck. |
| Staircase procedure | Adaptive difficulty procedure: 2 consecutive correct answers → level up, 2 errors → level down. Keeps the player in the optimal learning zone at all times. |
| Dual-task cost | Central progress indicator of Sternen-Scanner DT. Calculated as dual-task performance minus single-task performance (negative values = decline). Values below −25% can be regarded as indicative of impairments of divided attention. |
| Sternen-Scanner DT | Dual-task paradigm: searching for symbol pairs (visual) AND counting tones (auditory) at the same time. Baseline phases (A and B) allow the dual-task cost to be calculated. |
| Visual hit rate | Share of correctly clicked target symbol pairs out of the total number of targets in a round. Evaluated separately for single-task (phase A) and dual-task (phase C). |
| Resource competition | Competition of two simultaneous tasks for the same limited cognitive capacity. Leads to performance losses in one or both tasks – measurable as dual-task cost. |
Therapists, physicians and psychologists receive their own practice admin access to the protected evaluation area. This is set up by the super admin.
admin.php?mandant=praxis-code — the page shows the
stored practice logo and the configured default theme.
FocusZone · ruthner.at · As of May 2026