## 4 Discussion  
The development of serious games has gained considerable importance, especially in their application for intervention in various pathologies, such as depression [28], autism [29], and dementia [30], as well as in physical rehabilitation processes [31]. However, researchers have highlighted their implementation in treating ADHD. Several games have been developed to target this condition [32; 33; 34], with some incorporating EEG signals as a crucial element for measurement and control [35; 36; 37; 38]. In particular, frequency bands, including delta, theta, alpha, and beta, are employed in studies due to their significant relationship with various mental states and cognitive functions [19]. Hyperactivity is one of the main characteristics of ADHD, making it difficult for people with this condition to relax and maintain calm compared to those without it. This challenge is reflected in their alpha waves, which tend to have lower amplitude, indicating difficulties in achieving relaxation and tranquility. The game RelaxQuest aims to teach participants \begin{table}
\begin{tabular}{c c c c c} \hline \hline \multirow{2}{*}{**Subject**} & \multirow{2}{*}{**Test**} & \multirow{2}{*}{**Active State (s)**} & \multicolumn{2}{c}{**Relaxed State (s)**} & \multirow{2}{*}{**Total Test (s)**} \\  & & & **Level 1** & & **Level 2** \\ \hline S1 & T1 & 37.95 & 26.4 & 0 & 64.35 \\ S1 & T2 & 46.56 & 22.47 & 2.74 & 71.77 \\ S1 & T3 & 37.17 & 23.23 & 1.81 & 62.21 \\ S1 & Average & 40.56 \(\pm\) 4.25 & 24.03 \(\pm\) 1.70 & 1.52 \(\pm\) 1.14 & 66.11 \(\pm\) 4.10 \\ S2 & T1 & 39.02 & 28.74 & 4.39 & 72.15 \\ S2 & T2 & 31.46 & 23.24 & 4.09 & 58.79 \\ S2 & T3 & 17.1 & 24.91 & 3.89 & 45.90 \\ S2 & Average & 29.19 \(\pm\) 9.09 & 25.63 \(\pm\) 2.30 & 4.12 \(\pm\) 0.21 & 58.95 \(\pm\) 10.72 \\ S3 & T1 & 23.35 & 35.35 & 2.27 & 60.97 \\ S3 & T2 & 22.19 & 39.57 & 1.55 & 63.31 \\ S3 & T3 & 18.66 & 29.9 & 1.24 & 49.8 \\ S3 & Average & 21.40 \(\pm\) 1.99 & 34.94 \(\pm\) 3.96 & 1.69 \(\pm\) 0.43 & 58.03 \(\pm\) 5.90 \\ S4 & T1 & 31.02 & 29.66 & 0.76 & 61.44 \\ S4 & T2 & 15.92 & 26.16 & 1.24 & 43.32 \\ S4 & T3 & 13.49 & 26.39 & 2.6 & 42.48 \\ S4 & Average & 20.14 \(\pm\) 7.75 & 27.4 \(\pm\) 1.6 & 1.53 \(\pm\) 0.78 & 49.08 \(\pm\) 8.75 \\ S5 & T1 & 34.86 & 25.01 & 0.89 & 60.76 \\ S5 & T2 & 34.47 & 26.99 & 0.51 & 61.97 \\ S5 & T3 & 26.72 & 28.56 & 0.44 & 55.72 \\ S5 & Average & 32.02 \(\pm\) 3.75 & 26.85 \(\pm\) 1.45 & 0.61 \(\pm\) 0.2 & 59.48 \(\pm\) 2.7 \\ S6 & T1 & 44.39 & 24.53 & 3.68 & 72.6 \\ S6 & T2 & 28.78 & 21.79 & 4.61 & 55.18 \\ S6 & T3 & 22.46 & 17.38 & 3.13 & 42.97 \\ S6 & Average & 31.88 \(\pm\) 9.22 & 21.23 \(\pm\) 2.95 & 3.8 \(\pm\) 0.61 & 56.92 \(\pm\) 12.16 \\  & Overall Average & 29.2 \(\pm\) 9.58 & 26.68 \(\pm\) 4.89 & 2.21 \(\pm\) 1.44 & 58.09 \(\pm\) 9.55 \\ \hline \hline \end{tabular}
\end{table} 
Table 4: Times in active and relaxed states. how to regulate their relaxation, serving as a complementary intervention to facilitate the achievement and maintenance of this state. Additionally, the game allows for capturing, measuring, and analyzing the obtained data, which may contribute to a more accurate diagnosis and more effective monitoring of the participant's progress. The advancement of players within RelaxQuest relies on inducing relaxation by increasing alpha wave activity and promoting states of inactivity, which are more pronounced when players close their eyes. This approach allows the brain to reduce its engagement with visual stimuli, thereby decreasing activity in the areas involved in visual information processing. This method was chosen for its ability to rapidly elevate alpha wave activity, making it particularly effective for tasks that require prompt responses. The game is capable of identifying three distinct states: an active state (N0), a level 1 relaxation state (N1), and a deeper relaxation state (N2). The player's progress within the game depends on their ability to reach the relaxation state, which allows them to activate critical elements such as the car, the barrier, and the bridge.