Cognitive Gaming Platforms
May 8, 2014, NeuroGaming Conference, San Francisco—A panel moderated by Zack Lynch discussed the newer technologies being applied to gaming platforms. Panelists included Amy Kruse from Intific, Joe Hardy from Lumosity, James Thompson from Evoke, and Reidar Wesenius from BRIIM.
Increasing engagement and effectiveness?
Hardy offered that games need engagement to unlock the brain plasticity, otherwise chemical changes are not enabled. From the business aspects, the new technologies require training over time, so integrating the game and training helps to enhance performance tracking.
Kruse stressed the importance of diverse teams in creating a good narrative. A good game must be coherent and cohesive to get repeat play which results in long-term effects.
Thompson noted there are two keys, first to demonstrate the benefits of changes to the brain. The second is to optimize the challenge levels to allow players to be successful enough and still be challenged. Both aspects are required to keep engagement and see beneficial results.
Wesenius suggested the social aspects of games increase the motivation to continue playing. The social pressures and approvals help players stay involved in the game. BRIIM integrated mental and physical fitness functions into their game and included social elements to make the games more fun. These types of platforms will lead to more user generated content which will help to grow the industry.
Next five years?
Thompson considered more applications and mobile and wearable products will become available, while existing platforms and apps will see reduced use over time. Ideally, technology will become invisible, which can change trajectories in all areas.
Hardy offered improved technologies will enable greater personalization and integration, since existing data are at a gross level. Instead, the data could be used as a baseline and modified for a single person on a daily basis, to include inputs about nutrition, physical state, etc., to get to peek performance. This integration of separate pieces will help to understand emotions.
Kruse recognized the ability of people to change their brains, leading to different outcomes. Sharing the experiences and results adds value leading to cognitive speed changes. These conditions can be combined in multiplayer, social, neurally-enhanced games which will help to move this technology beyond the small industry that currently exists. There will also be a variety of interventions, mostly new ones, which will allow changing levels to adjust for performances that differ from the established data.
Wesenius commented that people will demand added value and a return on investment into their lives. They need to see the effects of changes in their brains, so neural games must translate to real results.
Convergence of technologies and closed loop feedback?
Thompson responded that measurements cannot be disconnected from action. You need to have a closed loop, calling for better software on portable formats. Education is essential to increase engagement.
Hardy offered new learning possibilities. 1.5 billion game plays also provide measurements on integration per person, per time, per place, etc. For example, most people achieve peak performance with about seven hours of sleep. Sensors could detect the quantity and quality of sleep and suggest behavioral changes to optimize these values. The ability to engage in optimize challenges for personalized experience will call for dynamic level changes with inputs from biologic data, which will also improve the quality of the feedback.
Kruse noted that algorithms and other functions are on a convergence path. Some functions, like sleep, may also be influenced by genetics, so personalized data will matter.
Wesenius claimed that convergence also includes business models and industrial segments. Companies in a space need diverse teens of implementers and advisers to create new segments and industries.
Transcranial direct currents simulation is an emerging technology that may improve memory and attention?
Thompson stated that current research equipment must have different ranges of parameters and much lower limits for home use. The stimulations cause changes which can jumpstart the system and reinforce other techniques to improve the effectiveness of the feedback.
DARPA augmented cooperation?
Kruse stated that the software space is still fairly untapped. The hardware exists but there are no good analytics, so they have to look at deeper questions and research. Commercial and military organizations are increasing their use of neural tools, but need better software for fast iterations.
Stimulation and measurements?
Kruse answered that for over a decade they’ve been trying to integrate these tools into military training but have questions on where to place and integrate the technologies. One area is marksmanship where attention and accelerated learning can be improved in a gaming context.
Clinical technology moving to fun?
Thompson declared that a key consideration is that many people are slow to change. Biofeedback has been shown to be effective for many attention deficit disorders but there is an issue of respect between the medical and gaming communities which is inhibiting advancements in this area. Both groups need to educate consumers so they will change their concept of having to do something into wanting to do it. Part of this transition will come from increased familiarity with various user interfaces.
Brain fitness in Europe, International?
Wesenius responded that people are starting to accept the concept that are still very confused because of the many different flavors of brain training and applications. There is a growing need for standards, common user interfaces, and other structures to ease adoption. This need be an indication for needing a new consortium.
Hardy added that they are adding other languages and starting dialogues with Australian organizations.
Kruse opined that a lack of efficacy data is holding back the industry and reducing their ability to make claims. This is not just getting FDA approval, but also affects funding sources like the VCs because there are no comprehensive studies. The industry needs to do more to educate various communities and dispel myths and one way to do this is to get a full clinical trial-based data set.
Thompson noted parallels between brain and physical training. People using a game can see benefits through direct measurements that show changes. People have to be convinced that time spent playing a game provides convenience and benefits through functions like reminders.
Benefits leading to transfer and internalization?
Hardy declared that studies show transfer to improve cognitive abilities. More comprehensive studies need advanced validation modes integrated across systems, but lack shared vocabulary across domains. It’s possible to use technology to advantage without having to proceed with clinical trials. Existing sensor arrays and software can provide feedback, assessment batteries, and comparisons of individual performance showing long-term results.
Changes over time with mental disorders?
Thompson observed that technology is moving into mobile which can measure a client at the source leading to better diagnoses and treatments. The data will support personalize treatments, and appropriate games can target specific regions of the brain in clinical applications.
Wesenius suggested that the growing cadre of quantified self proponents are helping move medical equipment into the consumer space and empowering caseworkers with more, relevant data.
Integrating I/O technology into mobile devices and incorporating VR and AR?
Thompson responded that this will happen when the technology becomes invisible and integrated into our lives.
Hardy disagreed since directions in life, like exercise, requires conscious decisions to do, so it is better to integrate your lifestyle with the technology.
Kruse commented that there is room for both approaches. Integrating virtual reality with neural feedback changes game play. They are, like Glass with integrated GbE can alter mental states with real-time feedback. Integrated wearable sensors and directed actuators can unobtrusively benefit the user.
Wesenius concluded that there is a distinction between exercise and practice. Practice improves skills, stamina, etc. in both physical and mental areas.


