That will be the focus of the second session at the 2014 SharpBrains Virtual Summit (October 28-30th, 2014). We hope you can join us!
How to harness videogames and big data to deliver personalized cognitive training
- Dr. Joe Hardy, VP of R&D at Lumos Labs
- Dr. Daphne Bavelier, Head of the Bavelier Brain & Learning Lab at the University of Geneva
- Itamar Lesuisse, CEO of Peak
- Aki Nikolaidis, NSF Fellow at the University of Illinois Champaign Urbana
- Chair: Zack Lynch, Executive Director of the Neurotechnology Industry Organization
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Heads-up: If you want to join 20+ confirmed world-class speakers and 100+ professionals at the forefront of brain health and applied neuroscience, please Register now and help us finalize the fascinating Summit Agenda:
Tuesday, October 28, 2014
- 8:15–9:45am. The State of the Brain Fitness Movement: demographic, scientific, and market trends, explained
- 10:00–11:30am. Innovative partnerships to improve lifelong learning, brain health, and customer satisfaction
- 12.30-2pm. How to harness videogames and big data to deliver personalized cognitive training
- 3–4:30pm. Maximizing the mental health and performance of leaders, athletes…and astronauts
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Time for SharpBrains’ May 2013 e-newsletter, which features a variety of articles offering a more optimistic and evidence-based approach to brain and mental health than current practices.
First of all, let us highlight that Scientific American just published an excellent review of our new book. The author sums it up by saying that “…I wish I had read this awesome guide when I was much younger…I find the emerging field of neuroplasticity immensely exciting, and guides like this one are both hopeful and reasonable.” As a reader points out, the word “awesome” does not appear often in science-oriented publications…so we are especially proud to see the book merit such treatment.
That’s it for now. Have a stimulating June!
Study shows mental agility game slows cognitive decline in older people (Iowa Now): “Wolinsky and colleagues separated 681 generally healthy medical patients in Iowa into four groups—each further separated into those 50 to 64 years of age and those over age 65. One group was given computerized crossword puzzles, while three other groups were exposed to a video game called Read the rest of this entry »
By: Alvaro Fernandez
In honor of Brain Awareness Week, let’s debunk ten myths about brain fitness and brain training that remain surprisingly popular.
Top 10 brain fitness and brain training myths, debunked:
Myth 1. Genes determine the fate of our brains.
Fact: Lifelong brain plasticity means that our lifestyles and behaviors play a significant role in how our brains (and therefore our minds) physically evolve.
Myth 2. We are what we eat. Read the rest of this entry »
Authors: Develop digital games to improve brain function and well-being (UW-Madison News):
“Neuroscientists should help to develop compelling digital games that boost brain function and improve well-being, say two professors specializing in the field in a commentary article published in the science journal Nature. In the Feb. 28 issue, the two — Daphne Bavelier of the University of Rochester and Richard J. Davidson of the University of Wisconsin-Madison — urge game designers and brain scientists to work together to design new games that train the brain, producing positive effects on behavior, such as decreasing anxiety, sharpening attention and improving empathy.”
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