IEEE Technology and Society Magazine - Spring 2013 - 21
research, presenting devices that are easy to use and
fluctuates second‑by‑second and that there is an asso‑
measure EEG accurately [7].
ciation between attention and performance. Again,
Our research aim is to bring these two treatment
task and behavioral improvements were reported,
approaches together to enhance the behavioral ben‑
with these improvements being larger for those with
efits to children with ADHD. As the principles apply
ADHD than without, and slightly larger for children
equally to remediation of deficient pro‑
who did cognitive training with atten‑
cesses as they do to enhancement of
tion monitoring.
Task and
intact processes, we are also interested
Feedback from the children in our
behavioral
in extending this training research to
studies called for more varied and inter‑
children without ADHD. Our approach
esting training scenarios, given that usage
improvements
is technology‑based and targeted
is quite intense in the training period. The
were reported.
towards particular fundamental cogni‑
challenge issued by the children, some as
tive processes such as working mem‑
young as 7 years, was to "make the train‑
ory and inhibitory control, as well as psychological
ing more fun". Given their access to and experience
state factors such as attention and relaxation levels.
with console‑ and web‑based gaming, they asked for
It is these cognitive and state factors that provide a
industry‑standard gaming features such as a unifying
foundation for our effective engagement with the
theme, compelling graphics and audio, scenario varia‑
information in our external world. For example, being
tions, achievement monitoring, unlocks. This challenge
able to keep information in memory and use it flex‑
was taken up by an independent software development
ibly, respond and withhold responses as appropriate,
company in conjunction with the university. Game
ignore distractions, and stay focused and calm pro‑
developers with experience in the use of EEG feedback
vides an ideal psychological context for learning in a
in gaming applications were given the brief of designing
classroom situation. Note that our targeted approach
a series of games that adhered closely to the research
differs from the generalist approach seen in popular
training mechanisms and principles, and hid the train‑
commercial brain training products, which have been
ing in the fun.
shown to have little effect on behavior[8].
The advantages of this type of technology‑based
Our targeted and technology‑based approach
approach to behavioral control training are numer‑
has been investigated in two studies. The first study
ous. Importantly, from a health perspective, the
built on existing working memory training research
dependence on drug‑based treatment approaches and
to include another fundamental and closely‑related
related side‑effects may be reduced. The training can
psychological factor, inhibitory control [9]. Inhibi‑
be used as a stand‑alone intervention or as an adjunct
tory control is the process that mediates our ability to
to existing intervention approaches. From an imple‑
restrain an action or response when it isn't appropri‑
mentation perspective, the training can be designed to
ate, as exemplified in the game "Simon says." Train‑
be fun and easy to understand and complete, not nec‑
ing inhibitory control has been shown to improve
essarily requiring professional assistance and there‑
behavioral control in other domains, such as increas‑
fore could be low‑cost to the end‑user. From an access
ing resistance to sweet foods and alcohol [10]. In our
perspective, dissemination could be widespread as the
study children with ADHD carried out training at
training tasks could be used on personal computers,
home using purpose‑built software for twenty five
smart‑phones and even the new‑generation of smart‑
sessions over a five week period with each session
TVs, thus improving the reach of these interventions.
lasting about twenty minutes. Along with improv‑
The principles that underlie this targeted approach
ing at the training tasks, parents and another poten‑
to training fundamental psychological processes in
tially less‑biased adult observers reported significant
children might also be applied to adolescents and
behavioral improvements after training, with larger
adults, and extend to the health domain where behav‑
improvements for those who trained with a variable,
ioral control is affected; for example in unhealthy
as compared to fixed, difficulty level.
behaviors such alcohol consumption, smoking and
The second study used a much larger sample,
overeating. This area of research is in its infancy.
including children without ADHD, as well as a reward
There is much work to be done to more fully under‑
system, greatly improved graphical user interface,
stand the mechanisms of action of these approaches
and attention‑monitoring via a portable, wireless,
to improving behavior, and to determine how to opti‑
dry‑sensor EEG recording device [11]. The software
mize the outcomes for users. Our approach is just one
aimed to promote an awareness of attention during
example of how technology and gaming can have a
cognitive training, with reward for good performance
positive influence on behavior. It is an exciting time to
in the context of focused attention. The objective
be working in a research area that will benefit greatly
nature of the attention information is crucial, and
from the rapid ongoing advances in communications,
helps children understand that their level of attention
computer, and EEG technology.
IEEE TECHNOLOGY AND SOCIETY MAGAZINE
|
SprING 2013
|
21
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