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9/27/2005
USA TODAY - "Video games actually can be good for you" By Mike Snider - Parents telling their kids to play video games? That's right. The boys are among the estimated 5% to 7% of children who have attention deficit disorder, and video games, as prescribed by their psychologist, have helped them learn to focus, their mother says.
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September 26, 2005
San Diego Business Journal "Video Game Controller Is A Handy Educational Tool" By JESSICA LONG
San Diego Business Journal Staff "Educational video games can be a parent's best friend and a child's worst nightmare. But that doesn't always have to be the case.
At CyberLearning Technologies, Sony PlayStation racing and platform-jumping games are being transformed into brain boosters, thanks to a special controller distributed from the company's headquarters in San Marcos . " |
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September 26, 2005
San Franscico Chronicle "Video games that get kid's attention, enhance learning". - Benjamin Pimentel, Chronicle Staff Writer
"Smart BrainGames, developed by CyberLearning Technology in San Diego , use a combination of adaptive automation and video games to help children deal with attention problems. The kids who undergo the treatment put on helmets linked to sensors that monitor their brain activity while playing video games. The more focused they are, the better their chances of winning in the game."
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September 24, 2005
"The New York Times "Virtually Focusing the Mind, a Firsthand Account" By SETH SCHIESEL - " I am thrilled to report that I satisfied my embarrassment quota for the month on Thursday when the folks from CyberLearning Technology came by the office to show off their Smart BrainGames system.
Put simply, the system uses electronic sensors attached to the user's head to monitor his brain waves while playing video games. The system, which costs $548, offers three basic modes, each meant to help the user train their mind: a calming program, a "focus" option and an "energizing" setting."
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June - July, 2005~
Child Magazine, entitled: "Game for a NEW TREATMENT?" Developed by NASA technology, the brain-scanning system modifies existing video games, helping children focus their attention by monitoring their brain waves and rewarding them for periods of uninterrupted concentration. |
May, 2005~
Fast Company Publication"Journey to Serious Games". CyberLearning Technology sells a Game System for use in more than 80 therapy clinics. It uses Neurofeedback sensors to monitor brainwaves: As their cars zip along tracks in Gran Turismo 4, sensors detect when their minds wander-adjust the action to help them focus. |
January, 2005~
ADDitude-Attention Deficit Magazine,Volume 5, Issue 3 entitled: "ATTENTION 3.0-Computer Games that main train your child to find focus". Instead of designing games for building concentration skills, the S.M.A.R.T. BrainGames system converts any home video game into a Neurofeedback device. NASA's tests of the technology showed that it works as well as traditional Neurofeedback equipment. The main difference found between the groups was motivation-the children in the video game group enjoyed their sessions more. |
October 18, 2004~
Teen Newsweek Magazine, Volume 6, Issue 6 entitled: "This Is Serious Fun": "When I am playing S.M.A.R.T. BrainGames, I feel like I am really a part of the game," says 15 year old Matt, "It's not just about pushing buttons". |
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September
2004~
Newsweek Magazine,
September 27th, 2004 features S.M.A.R.T. Brain
Games in an article entitled "This Is
Serious Fun" about Neurofeedback and
Video Games. Please click
here for more information. |
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September 2004 - International Society for Neuronal Regulation
Roger deBeus,
Ph.D. reported on his research study, “The
Efficacy of Attention Training For Children
with ADHD: A Double-Blind Placebo-Controlled
Study” using S.M.A.R.T. BrainGames technology
at the Applied Psychophysiology and Biofeedback
conference in Ft. Lauderdale, Florida. “In
summary, the attention training via EEG biofeedback
showed many significant improvements in the
experimental versus the placebo-control condition.
Some of the measured
improvements included:
(a) reduced hyperactivity and improved attention,
(b) less aggressive behaviors,
(c) better adaptability to change, interacting
more successfully with others, and improved
organizational skills; and
(d) children showed improved responding and
attention on a computerized attention task.
The outcome measures used to determine the
efficacy of this intervention (experimental
vs. placebo-control) were divided into five
domains:
(a) ADHD Symptoms
(b) Aggression & Conduct Problems,
(c) Internalizing Symptoms,
(d) Adaptive Skills, and
(e) Academic Performance. There were ten significant
findings (p < .000) across all the domains
for the experimental group compared to the
control group.”
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| S.M.A.R.T.
BrainGames technology was proven effective
in this double blind placebo controlled
study. |
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June
2004~
BusinessWeek
Magazine June 14, 2004 featured S.M.A.R.T.
BrainGames in an article on therapy and video
games entitled: My
Therapist Is A Joystick. Healthy
games aren't aimed just at adults. CyberLearning
Technology LLC, a startup based in Blue
Bell, Pa., has developed a system to help
children who suffer from ADD and ADHD (Attention
Deficit Hyperactivity Disorder). The BrainGames
system, based on technology developed by
NASA's Pope, works in conjunction with many
off-the-shelf video games and helps increase
the frequency of brain waves, which research
has shown are lower in children with ADD.
It works like this: Using
a headset with embedded sensors, the system
tracks the frequency of a boy's brain waves
while he plays a racing game. When the player
exhibits low-frequency patterns, his race
car slows and other cars pass him. That
gets his attention so he concentrates, producing
higher-frequency brain waves. His car then
speeds up -- positive reinforcement for
his cerebral change. The idea is that the
higher-frequency pattern will continue even
after kids stop playing the game.
The early results are encouraging.
Dr. Elizabeth Ortiz-Natoli, a pediatrician
who lives in Yorktown, Va., says that her
11-year-old son, Omar, was able to stop
taking medications for his ADHD after participating
in a clinical study using CyberLearning's
device. "This means no side effects,"
she says. "And he would look forward
to every session. Getting therapy that was
fun was great!" Lindsay Greco, operations
director at CyberLearning, says hundreds
of orders have been placed for the $350
system that is expected to be introduced
by September. |
April
2004 ~ S.M.A.R.T.
Brain Games exhibited at the Applied Psychophysiology
and Biofeedback Conference in Houston, Texas.
S.M.A.R.T. Brain Games was warmly received
by the medical professionals in attendance. |
March
2004 ~
NASA features S.M.A.R.T. BrainGames
on Destination Tomorrow™ a series
of educational programs that focus on NASA
research, including new technologies, advanced
aerodynamics, past achievements and medical
breakthroughs. |
January 2004
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S.M.A.R.T. BrainGames
exhibited at the Winter Brain Meeting,
February 6th-8th, 2004 in Palm Springs, California. |
November
2003 ~
NeuroDynamix, Blue
Bell, PA, the treatment facility of the Greater
Delaware Valley, which uses the S.M.A.R.T.
Brain Games NASA Technology was featured on
NBC 10, entitled, “Rocket
Science”. NeuroDynamix can
be reached at (610) 940-2233. |
| September
2003~
NASA’s 2003 Spinoff
Publication featured S.M.A.R.T. Brain Games.
Spinoff is NASA’s annual premiere
publication featuring successfully commercialized
NASA technology. http://www.sti.nasa.gov/tto/spinoff2003/hm_2.aspl
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