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.”
To read the full article click here;
‘Serious gaming’ and dementia friendly design innovation and new research on how video games improve aging brains
Older people who play videogames enjoy sharper brain function, says a new study.
Josh Dzieza writes that;
“Someday doctors may tell you to beat two levels and call them in the morning. Researchers at the University of California, San Francisco, have found that a driving videogame can improve memory and attention among older players, lending new scientific support to the burgeoning field of therapeutic software.
In the game, called NeuroRacer, players drive a car along a winding road while keeping an eye out for road signs that occasionally pop into view. They’re supposed to click on certain signs and ignore others while maintaining control of the car. It’s not exactly Grand Theft Auto, but it requires players to multitask, something that becomes increasingly difficult as we get older. A preliminary study of the game showed just how badly age wears down our ability to switch attention: people in their 20s were 26 percent worse at choosing the right signs when they had to drive at the same time, while people in their 60s and 80s were 64 percent worse.
But the exciting thing about the study is that it found elderly players got better—a lot better—with practice, and that this improvement carried over to other mental activities. After playing the game for 12 hours over the course of a month, players in their 60s and 80s outdid 20-somethings playing for the first time. More importantly, separate tests found that this improvement carried over into other cognitive functions. Elderly players’ memory and attention improved, mental powers not directly targeted by the game—suggesting that the brain can continue to change late into life, and that properly designed games might be able to direct this change, counteracting some of the mental decline that comes with age.
“Previous work has shown that the brain is plastic,” says Dr. Joaquin Anguera, the lead author of the study, using the neuroscience term for the brain’s mutability. “Other studies have shown that games can improve cognitive function. But the most important thing we found is that videogames can have beneficial effects on other tasks if they’re properly designed.” Not only did elderly players perform better on tests of working memory and attention, but EEG imaging found that brain activity in the prefrontal cortex, an area involved with attention, began to resemble that of younger adults.”
To read the full article by Josh Dzieza click here;
Media release from FightDemenitia.org on October 23, 2013;
“Internationally recognised dementia friendly design principles and practices will be showcased at a ground-breaking, dementia learning facility in Parkville to be opened later today by Ita Buttrose AO, OBE, Alzheimer’s Australia National President and Australian of the Year.
The first of its kind in Australia, the new facility showcases dementia friendly design features with the intention of educating and calling for all workplaces, homes and public spaces to commit to becoming dementia friendly.
Maree McCabe, Alzheimer’s Australia Vic’s CEO said through this undertaking, Alzheimer’s Australia Vic is taking the lead in tackling dementia and ensuring people living with dementia receive the best care and support possible to enable and empower them to have the quality of life they deserve.
“With the prevalence of dementia in Victoria projected to increase to 141,000 by 2030, we are responding to the need we have for new and more sophisticated approaches to learning.
“We are committed to creating the better-skilled, quality aged and healthcare workforce we need for the future.
“Being dementia friendly is about developing ways to promote social inclusion as well as awareness about dementia. It is about the ways in which society as a whole, not just the aged and health care sectors, embraces people with dementia to ensure their needs are addressed in both the physical and social environment,” Ms McCabe said.
A major feature of the project is the Perc Walkley Dementia Learning Centre that will create a multi-sensory simulation using light, sound, colour and visual content while incorporating ‘serious gaming’ technology to create a virtual reality experience – Aged and healthcare workers will be taken in to the world of dementia.
The Centre includes doughnut shaped mood lighting, a massive ten metre by two metre wall that can have a seamless image projected across its width and breadth, an interactive touch screen and gesture- sensor technology.
“The intention is to lead our course participants into thinking differently in their approach to caring.
“After 30 years of caring for people with dementia, their carers and families, this facility empowers our organisation to deliver on our purpose and showcase our important dementia friendly design messages throughout Victoria and indeed the world,” Ms McCabe said.
Features such as carpets, wall colour, signage and clear fronted cupboards can greatly impact on a person living with dementia and their ability to successfully negotiate their environment.
The use of the same colour paint on walls, door frames and doors, for example, can make it difficult for some people living with dementia to identify and find their way into a room. The move to Parkville also opens the doors to the development of stronger relationships and collaboration with research neighbours, The Florey Institute of Neuroscience and Mental Health, Melbourne Brain Centre, National Ageing Research Institute and the University of Melbourne. Alzheimer’s
Australia Vic will retain its Hawthorn offices at 98-104 Riversdale Rd from which we continue to provide our Victoria-wide Family Services. The 155 Oak St, Parkville site will be dedicated to Learning Services.
This initiative was funded by the Lorenzo and Pamela Galli Charitable Trust, jointly funded by the Commonwealth and State governments through funding from the Home and Community Care Program, and other private donors. Alzheimer’s Australia Vic would like to acknowledge their generosity.
In Victoria almost 74,600 people are living with dementia. Alzheimer’s Australia Vic is the charity representing people with dementia in Victoria. As the peak body, we provide specialised dementia information, education and support services. Call our National Dementia Helpline on 1800 100 500 or visit www.fightdementia.org.au/vic”
Sam Watson 9816 5745 / 0437 453 113 / firstname.lastname@example.org or
Christine Bolt 9816 5772 / 0400 004 553 / email@example.com