Q. What is Edutainment?
A. Edutainment is a process combining entertainment and education. Playing video games on the SMART BrainGames System is fun and entertaining yet educational benefits can be realized. Playing video games with SMART BrainGames improves and conditions your ability to engage your attention improving your ability to learn.
Q. What is the difference between Edutainment and using the SMART BrainGames System with a Network Provider?
A. The Edutainment version of the SMART BrainGames Home Training System makes 'Playing Games Good for You'. If an individual has a diagnosed condition a SMART BrainGames Network Provider is able to design training profiles specific to your needs. The Edutainment System provides Profiles based on NASA's Engagement Index. These Profiles on the Edutainment System can not be altered by the Home User.
Q. Are there any other differences between the Edutainment System and the system used by Network Providers?
A. While both systems use video games as the training platform, systems used by Network Providers are fully configurable and have more powerful training capabilities. Network Providers are clinicians and can use their training, experience and clinical judgment to diagnose and treat clinical disorders.
If you think about a child contracting a bad cold, a parent has a number of choices. They can do nothing and wait for it to run its course, or they can go to their physician for a full checkup and receive a prescription for a medication to help with the symptoms. Another choice would be for a parent to visit a pharmacy and choose from the many over the counter products available. The Doctor is able to choose a medication that is more powerful and more suited to the specific child's needs.
Q. In what ways can I use the Edutainment System?
A. CyberLearning Technology was granted exclusive rights to develop and use NASA's video game neurofeedback technology in the areas of Entertainment, Learning and Health. The SMART BrainGames Home System comes pre-programmed with 5 profiles based on the original research at NASA. This research focused on engagement of attention.
The pre-programmed profiles are:
Focus Racing- Used with racing games to improve engagement and focusing skills
Focus Jumping - Used with jumping games to improve engagement and focusing skills
Calm Racing - Used with racing games to improve calm, focused engagement
Calm Jumping - with jumping games to improve calm, focused engagement
Brightening Racing - Used with racing games to increase energy and focusing skills
Q. What are the benefits and limitations of the pre-programmed profiles?
A. These pre-programmed profiles are used to improve engagement and focus. They can not be altered by the user at home. The helmet comes pre-configured for one site placement for training. Neurofeedback is an extremely complex process. There are literally hundreds of variations of training protocols that involve different frequencies and site placements on the head. SBG Network Providers are highly trained and experienced and have the ability to select and program profiles and set site placements that are specific to your needs.
Q. What is the difference between using the SMART BrainGames Home Training System for Entertainment, Learning or Health applications?
A. The SMART BrainGames System is a unique form of immersive entertainment. It takes the simple play of video games and elevates it to a real time mind-machine interface. When you use the SBG system as part of video game play, you are no longer just pressing buttons- your brain and your ability to produce certain brain patterns consistent with engaged attention are now a part of game play.
It has been found through research that the first and most important ingredient in learning is the ability to attend and focus on the material being learned. Use of the SMART BrainGames Home Training System exercises the brain's ability to sustain attention. As this ability increases, the ability to learn also increases.
Use of the SMART BrainGames Home System for diagnosed health conditions like ADHD, is not recommended without the direct supervision of a Network Provider who is trained in the use of this advanced technology. A SMART BrainGames Network Provider has the knowledge and ability to reprogram the home trainer to meet your specific needs.
Q. Why should I seek out the services of a Network Provider since use of the Edutainment System improves engagement?
A. The SMART BrainGames Home System comes pre-configured for engagement profiles developed at NASA. These profiles are the backbone that allows the SMART BrainGames EEG Neurofeedback system to affect the play of video games for entertainment and learning purposes. If you purchase the SMART BrainGames Home System for a specified medical condition, the system will be shipped directly to you, but will not be operational until you consult with a SMART BrainGames Network Provider, who can then program the home trainer for your specific needs.
Think of a Network Provider as a master orchestra conductor and the brain as New York Philharmonic Orchestra. Each member of the orchestra has a specific role and function. As disparate units each member of the orchestra plays a part of the music, but as a whole they can perform a masterpiece. Anyone can stand up in front of the orchestra, point and wave a baton, but only a master conductor can weave the intricate and delicate subtleties of tempo and volume maximizing the performance of each individual into a grand symphony.
Q. Are there additional costs in seeking out the services of a Network provider?
A. Yes. The cost for office visits, evaluations and ongoing oversight of training are costs paid directly to the Network Provider. Typically neurofeedback has been provided in an in-office setting. Many times 40+ office visits were necessary to see improvements. This has been very costly both in terms of money and time. An in-office neurofeedback program can easily cost over $4-6,000.
With SMART BrainGames, the bulk of training is accomplished at home. Office visits with Network Providers are directed to diagnosis, training profile development, supervision and review of results of your home training. This minimizes the number of actual in-office visits significantly reducing the cost of therapy. Instead of 40-60 costly in-office training sessions, hundreds of training sessions can be conducted at home, improving outcomes and reducing cost at the same time.
Contact the Network Provider nearest you for specific information. Each Network Provider is an independent licensed health practitioner who specializes in neurofeedback.
Q. Can my doctor who is not on your Network Provider list supervise my home training with the SMART BrainGames Home System?
A. No. Only a SMART BrainGames Network Provider has the ability to reprogram the Home System and customize it for your unique needs. The SBG Network Provider has the ability to remotely view your home training sessions. Using any other professional to supervise the SMART BrainGames Home Training is no different than purchasing the Edutainment system and using it on your own.
Q. What does NASA have to do with video games and EEG Neurofeedback?
A. NASA scientists measured and trained pilot's attention and engagement to task in flight simulators. One of the scientists, Dr. Alan Pope, recognized that a flight simulator was very similar to a video game. Dr. Pope then came upon the exciting concept of using regular video games controlled by the player's brain activity and reasoned that this may be helpful to improve attention just like it helped the pilot's engagement to the flight deck.
Q. Is there any research to support that playing video games with this NASA technology actually helps?
A. Yes. NASA conducted a research study at Eastern Virginia Medical School. In the study children with attention problems were provided the NASA based video game technology and another group of children received traditional EEG Neurofeedback. They found equivalent positive outcomes in both groups of children although they noted more robust changes in positive directions in actual brain activity in the video game group. Another independent study that has yet to be published was conducted by Roger deBeus, Ph.D. This study used a randomized double-blind crossover design. Children and their parents did not know when they were actually receiving the NASA based training and when they were just simply playing video games. The researchers found significant changes in brain activity, measures of attention and behavior when they actually received the NASA based EEG training.
Q. Are there any other companies that sell NASA developed EEG Neurofeedback?
A. NO. S.M.A.R.T. BrainGames™ has the exclusive license with NASA to develop and market the video game EEG Neurofeedback technology in applications of Health, Learning and Entertainment.
S.M.A.R.T. BrainGames™ and its parent company CyberLearning Technology, LLC are not affiliated with any other company claiming to use NASA technology and video games to improve attention. CyberLearning Technology has an exclusive license with NASA to provide this exciting technology to the public. Any company making such claims may be in violation of NASA's license. CyberLearning Technology, LLC has the exclusive rights to two specific NASA Patent Numbers~ 5,377,100 and 6,450,820.
Q. What is the difference between playing regular video games and video games with the S.M.A.R.T. BrainGames™ Home System?
A. The S.M.A.R.T. BrainGames™ Home System uses regular off-the-shelf video games that can be purchased in stores, i.e., the Sony PlayStation® Game Platform. While playing a game with the S.M.A.R.T. BrainGames™ Home System, sensors on the scalp measure attention levels and create a feedback loop that affects the way a game plays. It is a very sophisticated, interactive Mind-Machine interface that can actually train the brain and improve engagement to task just like with NASA's pilots.
Q. My child can already pay attention for hours at a time playing video games. How will using the S.M.A.R.T. BrainGames enhanced Video Game play help in more boring situations; like homework or school activities where he has problems paying attention?
A. It is true that many children who struggle with paying attention can easily focus on playing video games. The ability to focus on playing video games becomes a useful tool in video game based EEG Neurofeedback training.
EEG Neurofeedback exercises and conditions the brain to improve its capabilities. Just like physical exercise improves overall health, EEG Neurofeedback improves overall brain function. One must exercise regularly to enjoy the health benefits. Similarly, one must use EEG Neurofeedback to enjoy its benefits. Video games make the training fun, immersive and interactive so training can take place more frequently and the benefits of the conditioning process can be realized.
If you decide that you want to run a 10k race, you first begin by jogging and then running longer and longer distances. As you run for longer periods of time you are building muscle strength, improving cardiovascular fitness and lung capacity. As you continue to run for longer distances, your body become better conditioned. These improvements allow you to run the 10k but you also recognize the benefits in day to day activities. Whether it is going for a leisurely walk, walking up a flight of steps or just participating in life, there are overall benefits of increased energy and vitality as a result of this increased physical conditioning.
As one uses SMART BrainGames and the brain is effectively conditioned, the benefits are realized across ALL conditions- whether it is concentrating in the classroom, doing homework or chores- the brain is now working at a more efficient level so improvements are realized in ALL areas!
Q. What kind of games can I use with the SMART BrainGames Home Training EEG Neurofeedback System?
A. The SMART BrainGames Home Training EEG Neurofeedback System works with hundreds of off-the-shelf video games. We recommend the Sony PlayStation consoles; PlayStation, PlayStation One and PlayStation 2. PlayStation has the largest library of video game titles of any of the console manufacturers. There are two types of games that work well with our system; racing games and jumping games. The criteria for using a game for training are that the 'X' button on the game controller needs to be actively and consistently used during game play. The effects of the 'X' button need to be objective and measurable within game play.
Racing games work wonderfully with our system. The 'X' button is like the accelerator on a car. It is consistently used during game play to make the car go faster and the effects of pressing the 'X' button are measurable and observable: the longer you press the faster you go.
Another game category that works well is what we call 'jumping' games. Jumping games are games like Spyro the Dragon, Crash Bandicoot and Ratchet and Clank. The 'X' button is used actively and consistently in game play. The 'X' controls the characters ability to jump. Jumping up steps, across cliffs. The action of the 'X' button is objective and measurable defining how high or how far the character can jump.
Another important effect of game play is that the D-Pad control is used for direction control. There are literally hundreds and hundreds of games that meet these criteria and can be used for training purposes with the SBG system. See game list
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