Wellness Neuro-Gaming
May 8, 2014, Neurogaming Conference, san Francisco—David Duncan from The Atlantic moderated a panel on consumer-level products that address wellness issues. Panelists were Nicole Lazzaro from XEO Design, Ariel Garten from InterAxon, Isabela Granic from the Playnice Institute, and Tommy Sagroun from Cognifit.
Is this area of neural-based games for wellness real?
Granic noted that the benefits of video games are already documented and include cognitive, motivational, and emotional benefits. The effects on children show that the technology with improved neural feedback that is now available for consumers, reduces anxiety.
Garten added that the science has shown effectiveness for 20 years. The technology is effective and getting better, and 20-30 labs have done test that show increased attention, reduced stress, and better moods are starting to get demonstrations and trial results on thresholds.
Lazzaro shared that the technology is available and getting better. It is still early for some of the sensor technologies and data analytics. Providing feedback to go with the measurements allow the patients to control their response to their environment and see the world with new data.
Sagroun commented that people now understand the concept of controlled feedback. Now we are seeing better technology and data showing efficacy.
Bottom up or top down data development?
Garten stated that unlike traditional medicine, they can look around the corner to see what exists. There is still a great need for validation tools.
Granic declared that psychology is open to change and new technologies that empower the patients to make changes in themselves.
Pharmaceutical alliances?
Sagroun stated that drugs and patient training work well together with clinician supervision.
Lazzaro interjected that the clinical and behavioral sides are evolving. The interventions are changing the decisions and feelings so the behavior follows. The personal changes are not directly from a direct choice. Games can rewire the brain through intention and active meditation. The increased mindfulness can facilitate social, emotional, and person-to-person interactions. We can use game technologies to change the brain to change the sense of control.
Negative changes, required changes?
Lazzaro considered theses to be Orwellian issues. Use of some newer technologies can enable people to manage their mental states so external influences are less effective.
Garten offered the thought that coercion might enter the neuro-market. There are always fears and concerns with new technologies even though the technology and results may be good for you. The industry needs standards for interactivity, and make everything “think safe”. In addition, there is a need for standards for privacy, safety, transparency, data ownership, and efficiency. Fortunately, the existing technologies cannot read thoughts, so brainwave data cannot be used to identify a person. Already, organizations are starting to address the future issues.
Technology is a field of dreams?
Lazzaro mentioned that the technology seems ready. The issues that will stop the industry are a push for technologies that last for more than 15 seconds, past the novelty stage. Don’t over promise the technology capabilities, and don’t ignore emotions. For example, Google Glass is drawing lots of negative responses due to the record capabilities. Negative responses reduce trust and connected sharing. The developers need to look at all models of emotion, like wonder. For example, arousal should be for sensor calibration only. Other factors include country, gender, age, etc. and the full range of humanity has to be involved. Big game need negative emotions to engender feelings of success and enjoyment. A good game will have a mix of easy and hard fun, and role play is ok.
Granic agreed that emotions are really inputs. Game design has to include artists, musicians, storyteller, cognitive and behavioral scientists, game developers, etc. to address the full range of human emotions including negative emotions.
Fears that the tools to increase internal self regulation may lead to dependency? Long term costs?
Garten responded that tools that address self-awareness work to avoid dependency. The results, however, depend upon the person. Self-regulatory functions enhance the motivation to improve, make choices, and cure the mind.
Granic agreed that a video game could generate genuine emotions that can trigger a similar response in the real world. For some practitioners, the games are tools to be used as homework.
Lazzaro continued that these issues apply to other types of games for wellness. A cubicle environment is like a zoo, so games help reduce stress. For autistic children, the software has to put the person into the tight emotional state for better interactions.
Future visions?
Garten offered a path to a future with many niches like depression, ADD, bio-feedback, etc. The hardware will continue to shrink and improve performance. Some functions will be integrated into platforms like Glass and other mobile communications devices. In 15 years, we will see EEG on the head, and in 20 years full sensing will be ubiquitous.
Granic commented in health, the cell phone will know your emotional state and will use semantic analysis to offer more personalized services. The communications devices will bring up appropriate games to correct “at risk” behaviors. These personalized “feel good” games will use the existing science to provide positive psychology for devices and games.
Sagroun foresaw a shift in the general population to include exercise for brain health just like going to the gym. The tools will help manage stress, etc. and be built into the technologies for greater personalization. Some of the interventions will be a few moments per use.
Lazzaro suggested an opportunity to gain traction on intractable problems. The technologies are now capable of multi-variable issue tracking like in Sim City, so games with feedback could get people to change emotional states. The tools could tune the software to put a person into the proper brain state to be most effective, improve learning, and use the tools better.
Uncanny valley (the negative sensation evoked when seeing something almost human) as an emotional mirror, creepy?
Granic noted that good game design could evoke revulsion.
Lazzaro postulated that zombie games use disgust about the mob to feel darker. This mirror into the self connects emotions and cognition. Without this connection, the feelings lead to unwellness.
Garten surmised that most want to see their own emotional state, but this is hard to do without feedback.
Non-trivial gender issues?
Garten acknowledged the philosophy is hard. The area needs lots of research and development.
Lazzaro noted many variations across interests and environments. All data from normal and disabled people overlap, so in game commonalty exists.
Granic wondered about population information. For most games, the gender doesn’t matter if the game is good. Going form a display to a headset that allows one to move in this world may be more significant.
Mind management, negative and positive emotions?
Lazzaro responded that it is possible to displace negative emotions with positive ones.
Garten added that you can change the sphere of activity. Doing something to calm a person reduces negativity, which leaves space for positive ones. Most people are naturally and more comfortable being positive.


