Brain Fitness on Trial
    Joshua R. Steinerman, M.D.
   jsteinerman@progevity.com


    Games For Health Conference
     ...
Overview

 NEUROTECHNOLOGY RESEARCH: WHY? HOW?
• BRAIN AGING: MEASURES AND OUTCOMES
• BRAIN FITNESS INTERVENTIONS: CASE ST...
Why conduct brain fitness trials?

 Knowledge       Evidence        Effectiveness


    About the
                 Profess...
Diverse stakeholders,
Interdisciplinary methods
  Healthcare                 Technology
  Providers                  Devel...
Research Design Considerations

  Sample       Measures       Intervention


                                  Cognitive
 ...
Important practicalities

 Subjects        Setting       Resources

   Recruiting     Lab/Clinic       Staff




  Compens...
Outcomes

• OBSERVING THE WORKING BRAIN
• MEASUREMENT STRATEGY
• ANALYTICAL APPROACH
Measuring Brain Function

                Cognition




     Behavior               Mobility
Capturing cognition
  Domain-specific        Dynamics

      Memory           Neuroplasticity

     Attention            L...
Case Studies

• SPACE FORTRESS
• SENSECAM
Training Control Processes
        Sample
          N=60
   Cognitively Healthy
       Age 60-75


       Measures
Traditi...
Emphasis Change
   Intervention
 Space Fortress (EC)
 Space Fortress (AC)
 No-contact control

 Training Schedule
  12 tri...
Lifelogging interactive media
      Sample
        N=12
Memory-impaired elders
   Study Partners
          Measures
 Tradi...
SenseCam experimental conditions
                     Intervention
        Re-experience                 Re-mix
  Raw foot...
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Neuroplasticity-based Implications, Opportunities, and Challenges, to Improve Cognitive Health across the Lifespan

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Participation by panelist Joshua Steinerman, Einstein-Montefiore.

Description: Interactive media in the form of software and videogames can be seen as a vehicle to harness neuroplasticity and benefit cognitive health across the lifespan. This field is still in its infancy, but emerging evidence suggests that specific populations may benefit from specific interventions.

Three leading researchers, from Duke University, University of Rochester, and Albert Einstein-Montefiore, will discuss the opportunities and challenges they see to benefit younger and older minds in both healthy and clinical environments. Dr. D. Bavelier will review what is meant by neuroplasticity, how it is assessed, and what it implies for cognitive health. She will review the opportunities offered by using games as a medium to foster neuro-plasticity as well as the main challenges in developing games that fosters neuroplasticity. Dr. Joshua Steinerman will discuss practical and methodological issues in conducting technology trials in cognitive aging and related neuropsychiatric disorders. Examples from ongoing intervention studies will be presented. Dr. Doraiswamy will discuss the opportunities and obstacles for emerging technologies to be adopted by the healthcare community in the next few years.

Published in: Health & Medicine, Technology
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Neuroplasticity-based Implications, Opportunities, and Challenges, to Improve Cognitive Health across the Lifespan

  1. 1. Brain Fitness on Trial Joshua R. Steinerman, M.D. jsteinerman@progevity.com Games For Health Conference June 12, 2009
  2. 2. Overview NEUROTECHNOLOGY RESEARCH: WHY? HOW? • BRAIN AGING: MEASURES AND OUTCOMES • BRAIN FITNESS INTERVENTIONS: CASE STUDIES
  3. 3. Why conduct brain fitness trials? Knowledge Evidence Effectiveness About the Professionals Individuals aging brain About cognitive Payors Public Health technology
  4. 4. Diverse stakeholders, Interdisciplinary methods Healthcare Technology Providers Developers Physicians Games Psychologists Other software Brain Fitness Professionals Devices Users & Health Consumers Organizations Early adopters Insurers Mainstream elders Service Providers Clinical populations Regulatory
  5. 5. Research Design Considerations Sample Measures Intervention Cognitive Healthy Objective Entertainment Cognitive Clinical Subjective Technology
  6. 6. Important practicalities Subjects Setting Resources Recruiting Lab/Clinic Staff Compensation Community IT
  7. 7. Outcomes • OBSERVING THE WORKING BRAIN • MEASUREMENT STRATEGY • ANALYTICAL APPROACH
  8. 8. Measuring Brain Function Cognition Behavior Mobility
  9. 9. Capturing cognition Domain-specific Dynamics Memory Neuroplasticity Attention Learning Language Peak Performance Visuospatial Variability Executive Function Development
  10. 10. Case Studies • SPACE FORTRESS • SENSECAM
  11. 11. Training Control Processes Sample N=60 Cognitively Healthy Age 60-75 Measures Traditional Neuropsych Experimental Tasks Subjective In collaboration with Yaakov Stern, Daniel Gopher, et al (Columbia University)
  12. 12. Emphasis Change Intervention Space Fortress (EC) Space Fortress (AC) No-contact control Training Schedule 12 trials/session 3 sessions/week 12 weeks
  13. 13. Lifelogging interactive media Sample N=12 Memory-impaired elders Study Partners Measures Traditional Neuropsych CogState Structured interview Subjective In collaboration with Ronald Baecker, Sandra Black, et al (University of Toronto)
  14. 14. SenseCam experimental conditions Intervention Re-experience Re-mix Raw footage replayed in Partner selects temporal sequence (2 fps) representative images First-person perspective “Authored” No audio Narration Custom Measures “Remember” vs. “know” Embedded visual recognition task
  15. 15. Thank you

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