From: yaniv vilnai (yaniv_vi_at_yahoo.com)
Date: 2001-08-13 07:55:37
hi
i'm trying to think of ways to connecting a neurfeedback , biofeedback with a sucsessfull computer game , in order just to make it more fun . after people would play have fun , and see the power of nfb/bfb , they might become more interested in
nfb/bfb as a tool.
what's jim has written is atached . please share ideas , coments etc.
thanks
yaniv
Note: forwarded message attached.
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Shalom Yaniv
This is a very interesting idea, although I might not be the right person to
ask since I don't play anhy computer games more complex than the minefield
and solitaire games that come with Windows.
I suppose that in a role playing game, one could design a story line about
an alien monster that senses fear, so the player has do damp down his beta
waves--but of course this would not necessarily be desirable for players
with ADHD. Or maybe the player would have to acquire power by spending time
meditating, with more units of power given for more alpha production. Or
maybe the player would have to display "telekinetic mind power" at some
point in the game, and this would be equivalent to producing SMR or low
beta. Maybe the player has the option to detour through a "school for
magicians" and get a little brainwave training before going back into the
game, where he has to use "the Force" against an opponent.
Potential problems that come to mind: If the player is unsupervised, how do
you make sure he/she isn't just learning to generate EMG by wrinkling up the
forehead? How do you make sure they have the electrodes in the right
places? There are answers to these questions, such as programming to
inhibit muscle movement frequencies, selling a helmet with the game, etc.
But if the modality is on-line competition, people could find a lot of ways
to cheat, so the idea may not catch on among players.
But here may be the real gem in this whole idea: Elaborate, role-playing
games may be the answer for training ADHD effectively, especially at home
where parents often have trouble getting the kid to comply with the daily
training. None of the games now used are really very interesting after
while. In the brainwave version of Pac-Man, the little critter follows a
pre-determined path through the maze and only his speed varies with the
brainwave output. Even BrainMaster, which is hailed for its "new
generation" of add-on games, really does only the same thing, but with much
better graphics. The learner can increase the speed with which he swoops
visually through the Grand Canyon, with no control over direction of flight.
I would really love to see brainmaps made of kids while they are playing
arcade games. These games are very addictive for ADHD kids. It's one kind
of activity they seem to be able to do for hours without getting bored. Not
the only kind, incidentally. Any complex work with the hands, such as
engine repair, will generally also hold their interest for long periods.
But wouldn't it be nice to know what they're doing with their brains when
they're really absorbed in things?
Let's continue to play with these ideas, maybe opening the discussion up on
the forum. This would be a good long-term discussion forum to run from the
web page when we get that all up and fully working.
Best Regards
Jim
----- Original Message -----
From: <yaniv_vi_at_yahoo.com>
To: <peterson_at_d...>
Sent: Sunday, August 12, 2001 7:35 AM
Subject: hi jim
> hi
> a little question jim
> is it possible to add a neurofeedback machine to a sucsessful
> computer game for the purpose of making the computer game more fun ?
> again , not for training brainwaves and tecahing the person brainwave
> control , but just to make the computer game more fun .
> of course the by product of this would be (hopefully ) that people
> would learn how to control there brain , and at least , will
> be more aware to neurofeedback .
> about which kind of game , it just have to be a sucssesfull computer
> game .
>
> if the answer is yes , i think there's a great way to market nfb .
> sincerly
> yaniv vilnai
>
This archive was generated by hypermail 2.1.4 : 2002-07-27 12:28:32 BST