Game play and mental fitness
Bonnie Feldman, Ellen M. Martin, and Melinda Speckmann write that;
“Games have been part of human culture for millennia. It is no surprise that elements of play can be powerful digital tools to grab our attention and keep us on a path to taking care of ourselves and others.
Big data is already behind brain games. The use of big data is becoming increasingly mainstream in health play applications. Once we are drawn in, game play (with big data under the hood) can help us to:
- Stay sharp,
- Stay well, and
- Overcome illness.
Digital tools aim to make brain fitness fun by playing with the mental states our brains experience and project. Brain fitness games exercise different functions: short and long-term memory as well as accuracy and efficiency for processing information and solving problems.
Lumosity entered the consumer market with engaging user interfaces and now offers more than 40 games that challenge and train memory, flexibility, processing, speed, and problem solving. Two examples include Speed Match, which tests speed of visual processing, and Memory Matrix, which challenges the brain’s ability to remember spatial locations. Preliminary studies suggest that these games have beneficial long-term effects.
Using machine-learning algorithms, the games keep you interested by using feedback to deliver personalized questions for your engagement and by finding your learning sweet spot; not too easy but not too hard.
With over 50 million users and 1 billion game plays, Lumosity’s Human Cognition Project has launched 43 ongoing studies, exploring topics such as age-related cognitive decline, interventions for PTSD, and the relationship between physical exercise and Lumosity brain training.
Brain Resource aims to improve brain health, particularly to better diagnose and treat diseases of the mind such as depression and ADHD. The company began by building integrated, standardized data sets from screening questionnaires, cognitive assessments, genetic profiles, and MRI or fMRI scans. By standardizing measurement and procedures, the company can compare neural activity within various regions of the brain to better understand brain circuitry and interconnectedness.
The BRAINnet Database, (a.k.a. the Brain Resource International Database or BRID), available to global academic and research partners, has grown to 50,000 datasets. It includes 5,000 healthy controls from ages 6 to 100, plus more than 1,000 subjects with diagnoses such as depression, schizophrenia, and mild cognitive Impairment. Its standardization feature, unique among such databases, allows the comparison of brain function across disease states.
The insights derived from the BRAINnet Database have been commercialized into a brain assessment and training platform known as MyBrainSolutions. The brain training program is used by corporate wellness programs to promote brain health and resilience among employees. The site features 24 brain training exercises or games to improve cognitive and emotional functioning. In addition, MyCalmBeat facilitates control of stress, anxiety, and panic by providing feedback on heart rate.
Outcomes associated MyBrainSolutions include improved thinking and memory processes as well as emotional balance.
They are also among the first to perform clinical trials in the arena of ADHD and depression. Two global studies under the rubric International Studies to Predict Optimized Treatment Response (iSPOT) aim to identify biomarkers and develop companion diagnostics for these two areas.
Both markets are still in their infancy. CogniFit is available in more than 13 languages and offers more than 50 different assessments and training tasks to measure and train this large number of cognitive abilities.
CogniFit dynamically personalizes the training programs it offers to its users on more than 25 key cognitive skills, such as working memory, eye-hand coordination, concentration, and response time.
With more than 150 cognitive variables tracking each training session and millions of data points for variables such as demographics, countries, skills and training programs, CogniFit is building a reliable and exhaustive cognitive database that is being used to develop new training regimens to further study the impact of mental health diseases on cognition and improve the development of preventive solutions for brain health.
Akili Interactive is tackling both game play and big data to build the first therapeutic mobile video games, using technology licensed from neuroscientist Adam Gazzaley at UCSF. A Nature publication shows how gaming can improve cognitive skills.
In the latest version of NeuroRacer, a 3D video game, players choose avatars that travel down a waterway. The game’s back end uses an adaptive algorithm based upon real-time performance metrics to create a real-time learning experience optimized for each player. Engaging individual learning styles and using big data to customize the learning experience, could increase engagement and exercise personal multi-tasking skills.”
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Posted on February 22, 2014, in Games and Health, Research on Games, Uncategorized and tagged Akili interactive, big data, Brain games, Brain Resource, brain training, Brainnet database, cognifit, elements of play, Game based learning, Games and Learning, games in education, human cognition project, lumosity, memory, mybrainsolution, NeuroRacer, Video game. Bookmark the permalink. 2 Comments.