A dragon that can only fly when the user manages to maintain attention. If concentration drops, its speed, behavior, and even the color of its body change. Behind this seemingly simple mechanic, there is something more complex: a system capable of interpreting brain activity in real time to convert it into part of the game.
This is how the first proposal developed by Neuhera, a startup that works on new forms of non-pharmacological treatment for Attention Deficit Hyperactivity Disorder (ADHD) in children, works. The platform combines virtual reality, neural sensors, and artificial intelligence to adapt the experience according to the user's attention level and cognitive state.
The project arises from the union of two complementary profiles. On one hand, Beatriz Fagundo, specialized in neurosciences and from the clinical field, had been observing for years the lack of alternatives for children with ADHD beyond medication. On the other hand, Dayris Rapado, a computer engineer linked to the world of gaming and later specialized in artificial intelligence applied to neurosciences.
The idea began to take shape when they managed to make one of their games work solely through brain activity. "When we got the little dragon to fly without touching anything, we understood that this could become something real," summarizes Fagundo. The technology that for years has been associated only with entertainment is now beginning to enter other spaces. It is used to work on capacities such as attention or cognitive regulation from a language much closer to video games than to traditional therapy.
The system works through a helmet with virtual reality glasses and sensors capable of measuring brain waves. Based on this data, an algorithm continuously adapts the game environment according to the user's cognitive state, while an avatar accompanies the experience with instructions and verbal feedback. Behind this experience there is important scientific work. Neuhera has developed games capable of responding in real time to the user's brain activity through a brain-computer interface. Nothing is placed at random: neither the colors, nor the stimuli, nor the speed of the dynamics. Everything responds to specific objectives related to attention, memory, or impulse control.
In contrast to more traditional dynamics, Neuhera introduces a logic much closer to play and interaction, especially relevant in early ages. According to Fagundo, the video game functions "as a gym for the brain," training cognitive abilities whose effects can be maintained even months after finishing therapy. The idea is not to generate dependence on the treatment, but to help the child incorporate cognitive strategies applicable to their daily life.
The initial reception is being positive. Children experience it more as a game than as therapy, while many families are already interested in accessing the platform even before its market launch. The company is currently in the clinical validation phase and is working with the forecast of obtaining regulatory approval from the Spanish Agency of Medicines during 2026.
Founded in 2025, the startup is part of a new generation of companies exploring the intersection between neuroscience, technology, and well-being. The project, born in l'Hospitalet de l'Infant, has received support from ACCIÓ, through a 120,000 euro grant from the Nuclear Transition Fund, and has already been selected for the Emprende InHealth program, promoted by Unlimited Spain and the pharmaceutical company Lilly.
But the path proposed by Neuhera goes beyond ADHD. The company is already exploring applications linked to cognitive decline, aging, or stress management in high-pressure environments. Behind this expansion there is also a broader reflection on how digital dynamics are transforming our attention span. "We live in a dynamic of constant stimuli, infinite scroll and rapid screen changes. And that clearly has an impact," says Fagundo. In contrast, they propose precisely the opposite: using technology not to further fragment our attention, but to train it.