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. dörte -----Original Message----- From: esnr-bounce@xxxxxxxxxxxxx [mailto:esnr-bounce@xxxxxxxxxxxxx]On Behalf Of Foksfam@xxxxxxx 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.