NeuroRacer

Last updated
NeuroRacer
Developer(s) University of California, San Francisco
Director(s) Adam Gazzaley
Release2013
Genre(s) Physical therapy
Mode(s) Single-player

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." [1] 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. [2] The game is presented as a driving simulator. Gameplay involves driving a vehicle down windy roads and pushing buttons when a sign appears.

Contents

A 2013 review concluded that there is no good medical evidence to support claims that memory training helps people improve cognitive functioning. [3] However, Neuroracer differs from conventional "memory training" apps, in that it focuses on multi-tasking in a virtual environment.

On June 25, 2020, the University of California published an online news article entitled: "The U.S. Food and Drug Administration has approved the first video game therapeutic as a treatment for attention deficit hyperactivity disorder (ADHD) in children, based on research by UC San Francisco’s Adam Gazzaley, M.D., Ph.D." [4] [5]

See also

Notes

  1. Adam Gazzaley (September 4, 2013). "NeuroRacer Study". University of California, San Francisco: Gazzaley Lab. Archived from the original on March 2, 2018. Retrieved 2013-09-06.
  2. 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. Bibcode:2013Natur.501...97A. doi:10.1038/nature12486. PMC   3983066 . PMID   24005416.
  3. Melby-Verlag, M. & Hulme, C. (February 2013). "Is Working Memory Training Effective? A Meta-Analytic Review". Developmental Psychology. 49 (2): 270–291. doi:10.1037/a0028228. PMID   22612437. S2CID   12370312.
  4. Laura Kurtzman, UCSF (June 25, 2020). "FDA approves video game based on UCSF brain research as ADHD therapy for kids". University of California . Retrieved 2020-06-26.
  5. "FDA Permits Marketing of First Game-Based Digital Therapeutic to Improve Attention Function in Children with ADHD". Food and Drug Administration. June 15, 2020. Retrieved 2020-06-26.

Related Research Articles

Working memory is a cognitive system with a limited capacity that can hold information temporarily. It is important for reasoning and the guidance of decision-making and behavior. Working memory is often used synonymously with short-term memory, but some theorists consider the two forms of memory distinct, assuming that working memory allows for the manipulation of stored information, whereas short-term memory only refers to the short-term storage of information. Working memory is a theoretical concept central to cognitive psychology, neuropsychology, and neuroscience.

<span class="mw-page-title-main">Neurofeedback</span> Type of biofeedback

Neurofeedback is a form of biofeedback that uses electrical potentials in the brain to reinforce desired brain states through operant conditioning. This process is non-invasive and typically collects brain activity data using electroencephalography (EEG). Several neurofeedback protocols exist, with potential additional benefit from use of quantitative electroencephalography (QEEG) or functional magnetic resonance imaging (fMRI) to localize and personalize treatment. Related technologies include functional near-infrared spectroscopy-mediated (fNIRS) neurofeedback, hemoencephalography biofeedback (HEG), and fMRI biofeedback.

Dyscalculia is a disability resulting in difficulty learning or comprehending arithmetic, such as difficulty in understanding numbers, learning how to manipulate numbers, performing mathematical calculations, and learning facts in mathematics. It is sometimes colloquially referred to as "math dyslexia", though this analogy is misleading as they are distinct syndromes.

Attention span is the amount of time spent concentrating on a task before becoming distracted. Distractibility occurs when attention is uncontrollably diverted to another activity or sensation. Attention training is said to be part of education, particularly in the way students are trained to remain focused on a topic of discussion for extended periods, developing listening and analytical skills in the process.

In cognitive psychology, cognitive load refers to the amount of working memory resources used. However, it is essential to distinguish it from the actual construct of Cognitive Load (CL) or Mental Workload (MWL), which is studied widely in many disciplines. According to work conducted in the field of instructional design and pedagogy, broadly, there are three types of cognitive load: intrinsic cognitive load is the effort associated with a specific topic; extraneous cognitive load refers to the way information or tasks are presented to a learner; and germane cognitive load refers to the work put into creating a permanent store of knowledge. However, over the years, the additivity of these types of cognitive load has been investigated and questioned. Now it is believed that they circularly influence each other.

Neuroplasticity, also known as neural plasticity, or brain plasticity, is the ability of neural networks in the brain to change through growth and reorganization. It is when the brain is rewired to function in some way that differs from how it previously functioned. 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, practice, and psychological stress.

<span class="mw-page-title-main">Media multitasking</span> Concurrent use of multiple media streams

Media multitasking is the concurrent use of multiple digital media streams. Media multitasking has been associated with depressive symptoms and social anxiety by a single study involving 318 participants. A 2018 review found that while the literature is sparse and inconclusive, people who do a heavy amount of media multitasking have poorer performance in several cognitive domains. One of the authors commented that while the data does not "unambiguously show that media multitasking causes a change in attention and memory," media multitasking is an inefficient practice that requires "task switching" costs.

<span class="mw-page-title-main">Posterior cingulate cortex</span> Caudal part of the cingulate cortex of the brain

The posterior cingulate cortex (PCC) is the caudal part of the cingulate cortex, located posterior to the anterior cingulate cortex. This is the upper part of the "limbic lobe". The cingulate cortex is made up of an area around the midline of the brain. Surrounding areas include the retrosplenial cortex and the precuneus.

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">Human multitasking</span> Ability to perform activities simultaneously

Human multitasking is the concept that one can split their attention on more than one task or activity at the same time, such as speaking on the phone while driving a car. Multitasking can result in time wasted due to human context switching and becoming prone to errors due to insufficient attention. If one becomes proficient at two tasks, it is possible to rapidly shift attention between the tasks and perform the tasks well.

The n-back task is a continuous performance task that is commonly used as an assessment in psychology and cognitive neuroscience to measure a part of working memory and working memory capacity. The n-back was introduced by Wayne Kirchner in 1958. N-Back games are purported to be a training method to improve working memory and working memory capacity and also increase fluid intelligence, although evidence for such effects are lacking.

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, as and for general increase in cognitive capacity among healthy neurotypical adults.

<span class="mw-page-title-main">Inhibitory control</span> Cognitive process

Inhibitory control, also known as response inhibition, is a cognitive process – and, more specifically, an executive function – that permits an individual to inhibit their impulses and natural, habitual, or dominant behavioral responses to stimuli in order to select a more appropriate behavior that is consistent with completing their goals. Self-control is an important aspect of inhibitory control. For example, successfully suppressing the natural behavioral response to eat cake when one is craving it while dieting requires the use of inhibitory control.

<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. Dr. 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.

Lumosity is an online program consisting of games claiming to improve memory, attention, flexibility, speed of processing, and problem solving.

<span class="mw-page-title-main">Fronto-cerebellar dissociation</span>

Fronto-cerebellar dissociation is the disconnection and independent function of frontal and cerebellar regions of the brain. It is characterized by inhibited communication between the two regions, and is notably observed in cases of ADHD, schizophrenia, alcohol use disorder, and heroin use. The frontal and cerebellar regions make distinctive contributions to cognitive performance, with the left-frontal activations being responsible for selecting a response to a stimulus, while the right-cerebellar activation is responsible for the search for a given response to a stimulus. Left-frontal activation increases when there are many appropriate responses to a stimulus, and right-cerebellar activation increases when there is a single appropriate response to a stimulus. A person with dissociated frontal and cerebellar regions may have difficulties with selecting a response to a stimuli, or difficulties with response initiation. Fronto-cerebellar dissociation can often result in either the frontal lobe or the cerebellum becoming more active in place of the less active region as a compensatory effect.

<span class="mw-page-title-main">Adam Gazzaley</span> American neuroscientist (born 1968)

Adam Gazzaley is an American neuroscientist, author, photographer, entrepreneur and inventor. He is the founder and executive director of Neuroscape and the David Dolby Distinguished Professor of Neurology, Physiology, and Psychiatry at University of California, San Francisco (UCSF). He is co-founder and chief science advisor of Akili Interactive Labs and JAZZ Venture Partners. Gazzaley is the inventor of the first video game approved by the FDA as a medical treatment. He is a board of trustee member, science council member and fellow of the California Academy of Sciences. He has authored over 180 scientific articles.

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.

Hal Pashler is Distinguished Professor of Psychology at University of California, San Diego. An experimental psychologist and cognitive scientist, Pashler is best known for his studies of human attentional limitations. and for his work on visual attention He has also developed and tested new methods for enhancing learning and reducing forgetting, focusing on the temporal spacing of learning and retrieval practice.

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