[esnr] Re: AW: Re: an interesting week for neurofeedback

  • From: Doklein@xxxxxxxxxxx (Dörte Klein)
  • To: <esnr@xxxxxxxxxxxxx>
  • Date: Sat, 16 Oct 2004 11:05:52 +0200

the attractivity of the occupation (interest)  seems to be a hard factor for 
efficacy. i wonder, if a play station f.e., being run by brainwaves, could 
multiply the effect.
modern nfb-softwares, with or without extra-device, allow nearly all electrical 
things (train, car race...) 
to run with feedback-sounds.

-----Original Message-----
From: esnr-bounce@xxxxxxxxxxxxx [mailto:esnr-bounce@xxxxxxxxxxxxx]On Behalf Of 
Sent: 15 October 2004 15:45
To: esnr@xxxxxxxxxxxxx
Subject: [esnr] Re: AW: Re: an interesting week for neurofeedback

    In a message dated 11/10/2004 19:24:14 GMT Daylight Time, 
b.reitsma@xxxxxxxxxx writes:
      A few years ago a NASA-derived company, or so they called themselves, had 
a similar set up, and they went belly up pretty quickly. Why? For whatever 
reasons they told their shareholders, but I suspect any system that simply 
alters gameplay of videogames cannot train the brain, at least not efficiently. 
    Ben - thanks very much for the piece on operant conditioning. In a 
discussion on the relative benefits of high/low stimulus feedback recently on 
the  ADD_ADHD Biofeedback group, the following was posted by Larry Hirshberg. 
In the light of your observations, I'd be interested to hear what you make of 
it. Many thanks.  Melissa.

    A study conducted at Eastern Virgina Medical School, and 
    conducted together with the NASA Langley Research Center, compared the 
    results of EEG biofeedback with the PlayStation based system to a very 
    widely used, high quality standard neurofeedback system - the Thought 
    Technology Procomp hardware /Mutlitrace software neurofeedback system.
    22 children with ADHD were randomly assigned to either the PlayStation 
    or the standard system and received 40 sessions.

    Results of standard behavioral measures and of EEG change before and 
    after the 40 sessions were compared. Both groups improved significantly 
    in the behavioral measures and EEG; *there were no significant 
    differences in the degree of change.  *(There were trends in favor of 
    the Playstation system for EEG change.) Parents subjective reports of 
    the treatment effect was more favorable for the PlayStation group, and 
    both parents and kids rated the experience as being significantly more 
    enjoyable with the Playstation system.

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