Adam Gazzaley

Last updated

Adam Gazzaley
Adam Gazzaley by Chris Michel in 2023 02.jpg
Born
Adam Gazzaley

(1968-12-29) December 29, 1968 (age 55)
Brooklyn, New York, U.S.
Alma mater Binghamton University, Mount Sinai School of Medicine
SpouseJo Gazzaley (m. 2016)
Scientific career
Fields Neuroscience
Institutions University of California, San Francisco

Adam Gazzaley (born December 29, 1968) is an American neuroscientist, author, photographer, entrepreneur and inventor. He is the founder and executive director of Neuroscape [1] and the David Dolby Distinguished Professor of Neurology, Physiology, and Psychiatry at University of California, San Francisco (UCSF). [2] He is co-founder and chief science advisor of Akili Interactive Labs [3] and JAZZ Venture Partners. [4] Gazzaley is the inventor of the first video game approved by the FDA as a medical treatment. [5] [6] He is a board of trustee member, science council member and fellow of the California Academy of Sciences. [7] He has authored over 190 scientific articles. [8]

Contents

Career

Early life

Gazzaley graduated from the Bronx High School of Science in 1986. He received a Bachelor of Science degree in biochemistry from Binghamton University in 1990, followed by MD and PhD degrees in neuroscience through the NIH-sponsored Medical Scientist Training Program at the Mount Sinai School of Medicine in New York. [9] His doctoral research on plasticity of glutamate receptors in the hippocampus and implications for cognitive changes in normal aging earned him the 1997 Krieg Cortical Scholar Award. [10] He completed an internship in internal medicine (1998–1999) and residency in neurology (1999–2002) at the University of Pennsylvania Health System. [11]

Following residency in 2002, Gazzaley had a research fellowship at the University of California, Berkeley, and simultaneously worked as attending neurologist at the Northern California VA Medical Center, UCSF Medical Center and completed a clinical fellowship in cognitive neurology at the University of California, San Francisco Memory and Aging Center where he became board-certified in neurology. [12]

Research

Gazzaley founded Gazzaley Lab in 2006, the UCSF Neuroscience Imaging Center in 2007, and the Neuroscape Lab in 2014 at UCSF. [13] His research approach uses a combination of human neurophysiological tools, including functional magnetic resonance imaging (fMRI), electroencephalography (EEG) and transcranial stimulation (TES) [14] . His work focuses on the role of top-down modulation as the neural connection between attention and working memory, with an emphasis on how this is impacted by aging. [15] [16] Among his notable scientific contributions is showing that healthy older adults exhibit deficits in suppressing distractions and multitasking, which relates to their working memory abilities. [17] [18] [19] These results have been interpreted as an underlying neural mechanism of “the senior moment”. [20] [21]

Gazzaley's translational studies have explored how cognitive abilities may be enhanced via engagement with custom designed, closed-loop video games, neurofeedback and transcranial stimulation. [22] In 2009 he designed a video game, NeuroRacer, which was shown to improve working memory and sustained attention in older adults in a study published as a September 2013 cover story in the journal Nature. [23] [24] [25] After a decade of development and clinical trials, this became the first video game approved by the FDA as a medical treatment. [26]

In 2016, he merged Gazzaley Lab, the Neuroscience Imaging Center and Neuroscape Lab into a research center, Neuroscape, which serves as a platform to develop and validate approaches that assess and optimize brain function of healthy and impaired individuals [1] . With his team at Neuroscape, Gazzaley continues to advance the role of interactive experiences delivered through closed-loop video games to improve cognition; an approach he has coined Experiential Medicine. [27] Beneficial effects of Neuroscape’s video games have been reported in both older and younger adults: Meditrain, Body Brain Trainer, Coherence and Labyrinth. [28] [29] [30]

Gazzaley and colleagues at Neuroscape developed the award-winning GlassBrain [31] , a 3D MRI brain visualization that displays overlaid rhythmic brain activity in real-time using EEG recordings in collaboration with Mickey Hart and scientists at UCSD. [32] [33]

Industry

In 2001, Gazzaley founded his first company, Wanderings Inc, to sell fine art prints of his nature photography. [34]

In 2011, Gazzaley co-founded Akili Interactive Labs, [3] a company that develops, validates and distributes digital medicine via scientifically validated video games, [35] and serves as a science advisor. [36] On June 15, 2020, Akili's EndeavorRx was FDA-cleared as a prescription treatment for children with ADHD. [37] This landmark event marked the first FDA-cleared digital treatment for ADHD, and the first video game approved by the FDA as the treatment of any medical condition. It was reviewed through FDA's de novo pathway and so its clearance creates a new regulatory classification of medicine. [5]

In 2015, he co-founded JAZZ Venture Partners, a venture capital firm investing in experiential technology to improve human performance, and served as its chief scientist until 2024. [4]

In 2016, Gazzaley co-founded Sensync, a company creating a sensory immersion vessel to offer a novel wellness treatment called the Deep Brain Massage. [38] He served as its chief science advisor until 2021 when the company was dissolved. [39]

Public and media appearances

Gazzaley has delivered over 750 talks around the world on his research and perspectives. His public speaking has been recognized by receiving the 2015 Science Educator Award by the Society for Neuroscience. [40]

He has been profiled in The New York Times , [41] [42] The New Yorker , [43] The Wall Street Journal , [44] [45] Time , [46] Discover , [47] Wired , [48] PBS, [49] NPR, [50] CNN, [51] [52] NBC Nightly News , [53] The Today Show , [54] and Good Morning America . [55] In 2013, he wrote and hosted the nationally televised, PBS-sponsored special, "The Distracted Mind with Dr. Adam Gazzaley". [56] [57] In 2014, he co-hosted TEDMED. [58] He has appeared in TV documentaries. [59]

Awards and honors

Works

Book

Gazzaley authored The Distracted Mind: Ancient Brains in a High-Tech World, along with Dr. Larry Rosen. It was published by MIT Press in October 2016. ISBN   978-0-262-03494-4 It won the 2017 Prose Award in the category of Biomedicine and Neuroscience. [64]

Select research articles

Related Research Articles

<span class="mw-page-title-main">Cognitive neuroscience</span> Scientific field

Cognitive neuroscience is the scientific field that is concerned with the study of the biological processes and aspects that underlie cognition, with a specific focus on the neural connections in the brain which are involved in mental processes. It addresses the questions of how cognitive activities are affected or controlled by neural circuits in the brain. Cognitive neuroscience is a branch of both neuroscience and psychology, overlapping with disciplines such as behavioral neuroscience, cognitive psychology, physiological psychology and affective neuroscience. Cognitive neuroscience relies upon theories in cognitive science coupled with evidence from neurobiology, and computational modeling.

<span class="mw-page-title-main">Nootropic</span> Compound intended to improve cognitive function

Nootropics, colloquially brain supplements, smart drugs and cognitive enhancers, are natural, semisynthetic or synthetic compounds which purportedly improve cognitive functions, such as executive functions, attention or memory.

Neuroplasticity, also known as neural plasticity or just plasticity, is the ability of neural networks in the brain to change through growth and reorganization. Neuroplasticity refers to the brain's ability to reorganize and rewire its neural connections, enabling it to adapt and function in ways that differ from its prior state. This process can occur in response to learning new skills, experiencing environmental changes, recovering from injuries, or adapting to sensory or cognitive deficits. Such adaptability highlights the dynamic and ever-evolving nature of the brain, even into adulthood.. These changes range from individual neuron pathways making new connections, to systematic adjustments like cortical remapping or neural oscillation. Other forms of neuroplasticity include homologous area adaptation, cross modal reassignment, map expansion, and compensatory masquerade. Examples of neuroplasticity include circuit and network changes that result from learning a new ability, information acquisition, environmental influences, pregnancy, caloric intake, practice/training, and psychological stress.

<i>Tetris</i> effect Repatterned modes of perception after devotion to an activity

The Tetris effect occurs when someone dedicates vast amounts of time, effort and concentration on an activity which thereby alters their thoughts, dreams, and other experiences not directly linked to said activity. The term originates from the popular video game Tetris.

Michael Matthias Merzenich is an American neuroscientist and professor emeritus at the University of California, San Francisco. He took the sensory cortex maps developed by his predecessors and refined them using dense micro-electrode mapping techniques. Using this, he definitively showed there to be multiple somatotopic maps of the body in the postcentral sulcus, and multiple tonotopic maps of the acoustic inputs in the superior temporal plane.

<span class="mw-page-title-main">Brain training</span> Activities that improve cognition facilities

Brain training is a program of regular activities purported to maintain or improve one's cognitive abilities. The phrase “cognitive ability” usually refers to components of fluid intelligence such as executive function and working memory. Cognitive training reflects a hypothesis that cognitive abilities can be maintained or improved by exercising the brain, analogous to the way physical fitness is improved by exercising the body. Cognitive training activities can take place in numerous modalities such as cardiovascular fitness training, playing online games or completing cognitive tasks in alignment with a training regimen, playing video games that require visuospatial reasoning, and engaging in novel activities such as dance, art, and music.

<span class="mw-page-title-main">Retrosplenial cortex</span> Part of the brains cerebral cortex

The retrosplenial cortex (RSC) is a cortical area in the brain comprising Brodmann areas 29 and 30. It is secondary association cortex, making connections with numerous other brain regions. The region's name refers to its anatomical location immediately behind the splenium of the corpus callosum in primates, although in rodents it is located more towards the brain surface and is relatively larger. Its function is currently not well understood, but its location close to visual areas and also to the hippocampal spatial/memory system suggest it may have a role in mediating between perceptual and memory functions, particularly in the spatial domain. However, its exact contribution to either space or memory processing has been hard to pin down.

<span class="mw-page-title-main">Patricia Goldman-Rakic</span> American neuroscientist

Patricia Goldman-Rakic was an American professor of neuroscience, neurology, psychiatry and psychology at Yale University School of Medicine. She pioneered multidisciplinary research of the prefrontal cortex and working memory.

<span class="mw-page-title-main">Earl K. Miller</span>

Earl Keith Miller is a cognitive neuroscientist whose research focuses on neural mechanisms of cognitive, or executive, control. Earl K. Miller is the Picower Professor of Neuroscience with the Picower Institute for Learning and Memory and the Department of Brain and Cognitive Sciences at Massachusetts Institute of Technology. He is the Chief Scientist and co-founder of SplitSage. He is a co-founder of Neuroblox.

<span class="mw-page-title-main">Helen Neville</span> American psychologist & scholar

Helen J. Neville was a Canadian psychologist and neuroscientist known internationally for her research in the field of human brain development.

Working memory training is intended to improve a person's working memory. Working memory is a central intellectual faculty, linked to IQ, ageing, and mental health. It has been claimed that working memory training programs are effective means, both for treating specific medical conditions associated with working memory deficit, and for general increase in cognitive capacity among healthy neurotypical adults.

<span class="mw-page-title-main">Cogmed</span> Cognitive training software program

Cogmed is a cognitive training software program created in the lab of Torkel Klingberg, a neuroscientist at the Karolinska Institute. Torkel Klingberg was using it to present working memory challenges to people while he studied their brains using fMRI, to try to learn about neuroplasticity. When the studies appeared to show that the challenges improved working memory, Klingberg founded Cogmed in 2001, with financial backing from the Karolinska Institute and venture capitalists.

<span class="mw-page-title-main">Neuroscience of sex differences</span> Characteristics of the brain that differentiate the male brain and the female brain

The neuroscience of sex differences is the study of characteristics that separate brains of different sexes. Psychological sex differences are thought by some to reflect the interaction of genes, hormones, and social learning on brain development throughout the lifespan. A 2021 meta-synthesis led by Lise Eliot found that sex accounted for 1% of the brain's structure or laterality, finding large group-level differences only in total brain volume. A subsequent 2021 led by Camille Michèle Williams contradicted Eliot's conclusions, finding that sex differences in total brain volume are not accounted for merely by sex differences in height and weight, and that once global brain size is taken into account, there remain numerous regional sex differences in both directions. A 2022 follow-up meta-analysis led by Alex DeCasien analyzed the studies from both Eliot and Williams, concluding that "The human brain shows highly reproducible sex differences in regional brain anatomy above and beyond sex differences in overall brain size" and that these differences are of a "small-moderate effect size." A review from 2006 and a meta-analysis from 2014 found that some evidence from brain morphology and function studies indicates that male and female brains cannot always be assumed to be identical from either a structural or functional perspective, and some brain structures are sexually dimorphic.

NeuroRacer is a video game designed by a team of researchers at the University of California, San Francisco led by Adam Gazzaley as a way to help with mental cognition. It was designed as an "Adam Gazzaley intervention" for "top-down modulation deficits in older adults." A study on 60- to 85-year-olds showed that the multitasking nature of the game caused improvements in tasks outside of the game involving working memory and sustained attention. The game is presented as a driving simulator. Gameplay involves driving a vehicle down windy roads and pushing buttons when a sign appears.

<span class="mw-page-title-main">Katya Rubia</span> British neuroscentist

Katya Rubia is a professor of Cognitive Neuroscience at the MRC Social, Genetic and Developmental Psychiatry Centre and Department of Child and Adolescent Psychiatry, both part of the Institute of Psychiatry, King's College London.

Neurogaming is a nascent form of gaming that involves the use of brain–computer interfaces such as EEG so that users can interact with the game without the need of traditional controllers. It can be used as a novel and engaging type of gameplay, or as a way to create adaptive technology to improve accessibility in gaming. Some use cases show the combination of traditional controllers with direct brain inputs.

<span class="mw-page-title-main">Daphne Bavelier</span> French professor and cognitive neuroscientist

Daphné Bavelier is a French cognitive neuroscientist specialized in brain plasticity and learning. She is full Professor at the University of Geneva in the Faculty of Psychology and Educational Sciences. She heads the Brain and Learning lab at Campus Biotech in Geneva, Switzerland.

<span class="mw-page-title-main">Russell Poldrack</span> American psychologist and neuroscientist

Russell "Russ" Alan Poldrack is an American psychologist and neuroscientist. He is a professor of psychology at Stanford University, associate director of Stanford Data Science, member of the Stanford Neuroscience Institute and director of the Stanford Center for Reproducible Neuroscience and the SDS Center for Open and Reproducible Science.

<span class="mw-page-title-main">Roi Cohen Kadosh</span> Israeli-British cognitive neuroscientist

Roi Cohen Kadosh is an Israeli-British cognitive neuroscientist notable for his work on numerical and mathematical cognition and learning and cognitive enhancement. He is a professor of Cognitive Neuroscience and the head of the School of Psychology at the University of Surrey.

EndeavorRx is a video game used to treat Attention Deficit Hyperactivity Disorder developed by Akili Interactive. It was based on a prototype game called NeuroRacer. NeuroRacer was developed by Akili Interactive and researchers at the University of San Francisco. The game runs on an engine known as the Akili Selective Stimulus Management engine. EndeavorRx was known as AKL-T01 or Project: EVO ADHD Treatment during its development. On June 15, 2020, it became the first ever video game to be approved by the FDA. It was approved to be used as a treatment for children with ADHD with the age range of 8–12. Five studies on over 600 children were conducted to measure the effectiveness of EndeavorRx. They found "a 36% improvement in at least one objective measure of attention." The side effects found by the researchers include frustration, dizziness, headaches, and aggression.

References

  1. 1 2 "Neuroscape – Bridging the gap between technology and neuroscience".
  2. "Adam Gazzaley, M.D., PhD, UCSF".
  3. 1 2 "Akili Interactive".
  4. 1 2 "JAZZ Venture Partners – The Firm".
  5. 1 2 "FDA Permits Marketing of First Game-Based Digital Therapeutic to Improve Attention Function in Children with ADHD". Food and Drug Administration . June 17, 2020.
  6. "FDA Approves Video Game Based on UCSF Brain Research as ADHD Therapy for Kids". www.ucsf.edu. June 16, 2020.
  7. "The Academy welcomes twelve new members to its Board of Trustees".
  8. Search Results for author Gazzaley A on PubMed .
  9. "Medical Board of California, License Holder". Archived from the original on December 19, 2014. Retrieved December 18, 2014.
  10. "Krieg Cortical Scholar Award" . Retrieved December 18, 2014.
  11. "US News Doctors: Dr. Adam Howard Gazzaley" . Retrieved December 19, 2014.
  12. "ABPM American Board of Psychiatry and Neurology". Diplomate Verification. Retrieved December 18, 2014.
  13. "Neuroscape Lab puts brain activity on vivid display". UCSF News. May 19, 2014. Retrieved December 18, 2014.
  14. "Apple Science Promo / Dr Adam Gazzaley". Apple. May 29, 2012.
  15. Cunningham, Aimee (December 1, 2008). "Brains More Distracted, Not Slower, with Age". Scientific American.
  16. Keim, Brandon (April 11, 2011). "Brain Scans Show How Multitasking Is Harder for Seniors". Wired.
  17. Gazzaley, Adam; Cooney, Jeffrey W; Rissman, Jesse; d'Esposito, Mark (2005). "Top-down suppression deficit underlies working memory impairment in normal aging". Nature Neuroscience. 8 (10): 1298–300. doi:10.1038/nn1543. PMID   16158065. S2CID   205430780.
  18. Clapp, W. C.; Rubens, M. T.; Sabharwal, J.; Gazzaley, A. (2011). "Deficit in switching between functional brain networks underlies the impact of multitasking on working memory in older adults". Proceedings of the National Academy of Sciences. 108 (17): 7212–7. doi:10.1073/pnas.1015297108.
  19. Richtel, Matt (April 11, 2011). "Multitasking takes toll on memory, study finds". New York Times.
  20. Miller, Greg (April 11, 2011). "How distractions cause senior moments". Science Magazine.
  21. Hotz, Robert Lee (December 2, 2008). "Surveying the Brain for Origins of the Senior Moment". The Wall Street Journal.
  22. Abbasi, Alison (September 4, 2013). "Gaming improves multitasking skills". Nature.
  23. Anguera, J. A.; Boccanfuso, J.; Rintoul, J. L.; Al-Hashimi, O.; Faraji, F.; Janowich, J.; Kong, E.; Larraburo, Y.; Rolle, C.; Johnston, E.; Gazzaley, A. (2013). "Video game training enhances cognitive control in older adults". Nature. 501 (7465): 97–101. doi:10.1038/nature12486.
  24. Rusli, Evelyn (September 4, 2013). "Scientists Use Videogames to Improve Older Brains". The Wall Street Journal.
  25. Richtel, Matt (September 4, 2013). "A Multitasking Video Game Makes Old Brains Act Younger". The New York Times.
  26. Campodonico, Christine (April 6, 2023). "The first FDA-approved video game was developed in San Francisco". The San Francisco Standard.
  27. Kurtzman, Laura (October 3, 2022). "Video Games Offer the Potential of "Experiential Medicine"". UCSF News.
  28. Kurtzman, Laura (June 3, 2019). "Algorithm that Tailors Digital Meditation Program Improves Attention and Memory". UCSF News.
  29. Ellwood, Beth (November 22, 2021). "A combined cognitive and fitness training helps restore older adults' attention abilities to young adult levels". Magazine.
  30. Hayes, Emily (March 22, 2021). [XX/ "Playing Virtual Reality Video Game May Boost Seniors' Memory"]. UCSF News.{{cite news}}: Check |url= value (help)
  31. ""GlassBrain"". NSF News. November 30, 2016.
  32. "'Glass Brain' Offers Tours of the Space between Your Ears". Scientific America. Retrieved December 24, 2014.
  33. Zimmer, Carl (March 19, 2014). "Flying Through Inner Space Games". National Geographic.
  34. "Wanderings".
  35. Gormley, Brian (July 31, 2012). "Games to Sharpen the Brain". The Wall Street Journal.
  36. "Akili – Adam Gazzaley". Archived from the original on December 19, 2014. Retrieved December 19, 2014.
  37. "In a landmark decision, FDA greenlights a video game for kids with ADHD". June 15, 2020.
  38. "Four Seasons Resort Oahu at Ko Olina and Sensync Partner to Introduce the World's First Multi-Sensory Virtual Reality Wellness Experience: The Vessel, Featuring Deep Brain Massage". Four Seasons Press Room. Retrieved November 28, 2019.
  39. "Sensync".
  40. danablog505 (October 19, 2015). "Adam Gazzaley Receives SfN Science Educator Award".{{cite web}}: CS1 maint: numeric names: authors list (link)
  41. Clive Thompson (October 23, 2014). "Can Video Games Fend Off Mental Decline?". The New York Times.
  42. Matt Richtel (September 4, 2013). "A Multitasking Video Game Makes Old Brains Act Younger". The New York Times.
  43. Patricia Marx (July 22, 2013). "Mentally Fit – Workouts at the brain gym". The New Yorker.
  44. Evelyn M. Rusli (March 10, 2014). "Inside Mickey Hart's Brain: How Tech and Neuroscience Are Converging". The Wall Street Journal. Retrieved December 19, 2014.
  45. Brian Gormley (July 31, 2012). "Games to Sharpen the Brain". The Wall Street Journal. Retrieved December 19, 2014.
  46. Maia Szalavitz (September 4, 2013). "Teaching Old Brains New Tricks With a Videogame". Time.
  47. David Ewing Duncan. "Looking at Stress—and God—in the Human Brain". Discover. Retrieved December 19, 2014.
  48. Brandon Keim. "Brain Scans Show How Multitasking Is Harder for Seniors". Wired . Retrieved December 19, 2014.
  49. "Your devices are probably ruining your productivity. Here's why". PBS . October 17, 2016.
  50. Jon Hamilton. "Multitasking After 60: Video Game Boosts Focus, Mental Agility". NPR . Retrieved December 19, 2014.
  51. Elizabeth Landau. "Video game may help aging brain". CNN. Archived from the original on December 20, 2014. Retrieved December 19, 2014.
  52. "Can video games take your brain to the next level? – CNN". CNN . October 20, 2016.
  53. "NBC Nightly News". NBC. Archived from the original on December 20, 2014. Retrieved December 19, 2014.
  54. McFadden, Cynthia (February 17, 2016). "Can brain games keep aging minds young? There's an app for that!".
  55. "FDA approves video game for treating ADHD in kids". Good Morning America.
  56. "Santa Fe Productions – The Distracted Mind with Dr. Adam Gazzaley". Archived from the original on October 7, 2014. Retrieved December 19, 2014.
  57. "Raising awareness about the distracted mind (PBS special)". PBS. March 7, 2013. Retrieved December 18, 2014.
  58. "Adam Gazzaley".
  59. "Adam Gazzaley". IMDb .
  60. "Krieg Cortical Kudos Awards".
  61. "Cermak Award". Archived from the original on January 9, 2017. Retrieved January 8, 2017.
  62. "The ASCI's 2015 ballot results – The American Society for Clinical Investigation". March 22, 2015.
  63. "Society for Neuroscience".
  64. 1 2 "Prose Award Winners".
  65. "Fellows California Academy of Sciences".
  66. "2020 Global Gaming Citizen Honor". YouTube . December 10, 2020.
  67. "2021 America's Greatest Disruptors". Newsweek . December 15, 2021.
  68. "2022 World's Most Innovative Companies".
  69. "2022 AURORA Institute Prize".