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10/03/06
This Is Serious Fun
Can videogames equipped with neurofeedback help kids deal with their
learning disabilities? By: N'Gai Croal
Newsweek Sept. 27 issue - A stitch in time saves nine. An apple a day
keeps the doctor away. And videogames will rot your brain. Conventional
wisdom? Maybe, but psychologist Dominic Greco is determined to prove
that at least one of those sayings is not true. Greco, the 52-year-old
founder of CyberLearning Technology, uses neurofeedback-enhanced
versions of off-the-shelf videogames like Ratchet & Clank to help treat
children and adolescents with attention-deficit disorder or
cognitive-processing difficulties. If that sounds like futuristic,
space-age technology, you're not far off; CyberLearning Technology has
built its system, dubbed S.M.A.R.T. Brain Games, around a neurofeedback
patent it obtained exclusively from NASA.
Here's how S.M.A.R.T. Brain Games work. A normal human brain, when awake
and focused on an activity, produces a lot of fast brain waves. But
people with cognitive-processing or learning disabilities produce large
amounts of slower brain waves—like the ones generated when we're
sleeping or daydreaming. That makes staying focused extremely difficult.
S.M.A.R.T. Brain Games use a specially designed headgear, with built-in
sensors, to monitor the player's brain waves. The child or adolescent
operates a regular videogame console like the PlayStation 2, but with a
controller that has been modified by CyberLearning Technology. If the
player remains focused while speeding through the streets of Tokyo in a
racing game like Gran Turismo 3: A-Spec, he or she will be able to drive
unimpeded. But the moment the youngster's attention wanders, the system
steadily reduces the top speed available to the player, causes the
controller to rumble and produces atonal sounds, letting the child know
that he or she must refocus. Once the kid does, the sounds disappear,
the rumble goes away and the child can once again achieve top speed.
"We're exercising the brain to a higher level of processing and
attention," says Greco, who's been using neurofeedback to work with
children since 1990. Though neurofeedback hasn't been studied as
extensively as drug therapy, it has fewer side effects, and many
families swear by it. Dr. Ali Hashemi of the California-based Attention
and Achievement Center cautions that while the principles of
neurofeedback are well established, as yet there are no peer-reviewed
studies of Greco's methods (though one is expected by the year-end).
Adults can benefit from neurofeedback as well. The Wild Divine Project
has released a CD-ROM for Mac and PC called Journey to the Wild Divine,
which uses sensors attached to the fingers to monitor skin conductance
and heart-rate variability via the computer's USB port. The story-based
game teaches things ranging from yogic breathing to meditation through
lush visuals that respond to your actions, like lighting a virtual fire
by exhaling calmly and smoothly. "I was always frustrated by how boring
biofeedback was," says Corwin Bell, Wild Divine's 40-year-old designer.
"Raise a bar, make a face smile. It wasn't very entertaining. The
challenge for me and my team was to bring in a visual metaphor." Mission
accomplished.
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Works Cited: Newsweek.
www.newsweek.com 10/03/06 |