Our mission
NASA
Providers
NeuroFeedback
Research
Products
News
 
Cyber Learning Technology Home Home
Contact Cyber Learning Technology
S.M.A.R.T Brain Games Shopping Cart
Video Game List
?
Exclusive Nasa Licensee - Cyber Learning Technology
NASA Patent #'s 5,377,100 & 6,450,820
 
  You are in News
News

2/2006

Scientific American Mind: Train Your Brain
Mental exercises with neurofeedback may ease symptoms of attention-deficit disorder, epilepsy and depression--and even boost cognition in healthy brains .

 

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.

 

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 . "
 

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."

 

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."

 

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".

 

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.
~

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.”

S.M.A.R.T. BrainGames technology was proven effective in this double blind placebo controlled study.
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 ~
                                             
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

~
 
 

Home I Our Mission I NASA I Providers I Neuro Feedback I Research I Products I News I Links I Contact us I Products
Become a Provider
I NASA Video I Sitemap I Berkley Medical Journal I NASA Video I Become a Network Provider I
Click for network provider in your area I Brain Games I Video Games I Other Research I FAQ's I

Privacy Policy I Delivery Policy I Refund Policy I Limited Warranty Policy
©2004-2005 Copyright smartbraingames.com
Developed by Site San Diego