Adam Gazzaley of UCSF is a member of the AIM Scientific Advisory Board. He designs and develops novel brain assessment and optimization tools.
Adam Gazzaley (born December 29, 1968) is an American neuroscientist, author, photographer, entrepreneur and inventor. He is the founder and executive director of Neuroscape [1] and Professor of Neurology, Physiology, and Psychiatry at University of California, San Francisco (UCSF).[2] He is also co-founder and Chief Science Advisor of Akili Interactive Labs [3] and JAZZ Venture Partners.[4] He has authored over 130 scientific articles.[5]
Adam Gazzaley | |
---|---|
Born | December 29, 1968 (age 50) Brooklyn, New York, United States |
Residence | San Francisco, United States |
Nationality | American |
Alma mater | Binghamton University, Mount Sinai School of Medicine (MSSM) |
Scientific career | |
Fields | Neuroscience |
Institutions | University of California, San Francisco |
Career
Early life
Gazzaley graduated from the Bronx High School of Science in 1986. He received a Bachelor of Science degree in biochemistry from Binghamton University in 1990, followed by M.D. and Ph.D degrees in Neuroscience through the NIH-sponsored Medical Scientist Training Program at the Mount Sinai School of Medicine in New York.[6] His doctoral research on plasticity of glutamate receptors in the hippocampus and implications for cognitive changes in normal aging earned him the 1997 Krieg Cortical Scholar Award.[7] He completed an internship in internal medicine (1998-1999) and residency in neurology (1999-2002) at the University of Pennsylvania Health System.[8]
Following residency in 2002, Gazzaley had a research fellowship at the University of California, Berkeley, and simultaneously worked as Attending Neurologist at the Northern California VA Medical Center, UCSF Medical Center and completed a clinical fellowship in cognitive neurology at the University of California, San Francisco Memory and Aging Center where he became board-certified in neurology.[9]
Research
Gazzaley founded Gazzaley Lab at UCSF in 2006[10] and the UCSF Neuroscience Imaging Center in 2007. His research approach uses a combination of human neurophysiological tools, including functional magnetic resonance imaging (fMRI), electroencephalography (EEG) and transcranial stimulation (TES). He used this approach to show that older adults exhibit neural deficits in suppressing distractions and also while multitasking.[11][12][13]
Several of Gazzaley's studies explore how cognitive abilities may be enhanced via engagement with custom designed video games, neurofeedback and TES.[10] In 2009 he designed a video game, NeuroRacer, to enhance cognitive abilities of older adults. In a study published in 2013 as the cover story of Nature he showed that the multitasking nature of the game caused improvements in tasks outside of the game involving working memory and sustained attention.[14]
He created the Neuroscape Lab[15] at UCSF , an environment designed to create and validate neurodiagnostics and neurotherapeutics using newly emerging technology. He developed the GlassBrain, a 3D MRI brain visualization that displays overlaid rhythmic brain activity in real-time using EEG recordings in collaboration with scientists at UCSD.[16][17]
In 2016, he merged the three entities he created at UCSF (Gazzaley Lab, Neuroscience Imaging Center and Neuroscape Lab) into one research center — Neuroscape [1] — with the mission of bridging technology and neuroscience to create real-world solutions to enhance brain function.
Industry
In 2001, Gazzaley founded his first company, Wanderings Inc, to sell fine art prints of his nature photography.[18]
In 2011, Gazzaley co-founded Akili Interactive Labs,[3] a company working to create digital medicine and the first FDA approved video game,[19] and acts as its Chief Science Advisor.[20]
In 2015, he co-founded JAZZ Venture Partners, a venture capital firm investing in experiential technology to improve human performance, and serves as its Chief Scientist.[4]
Public and Media Appearances
Gazzaley has delivered over 600 invited talks around the world on his research and perspectives. His public speaking has been recognized by receiving the 2015 Science Educator Award by the Society of Neuroscience.[21]
He has been profiled in The New York Times,[22][23]The New Yorker,[24]The Wall Street Journal,[25][26]TIME,[27]Discover,[28]Wired,[29]PBS,[30]NPR,[31]CNN,[32][33]NBC Nightly News.,[34] The Today Show.[35] In 2013, he wrote and hosted the nationally televised, PBS-sponsored special, “The Distracted Mind with Dr. Adam Gazzaley”.[36][37] In 2014, he co-hosted TEDMED 2014.[38] He has appeared in several TV documentaries.[39]
Awards and honors
- 1997 Krieg Cortical Kudos- Cortical Scholar Award[40]
- 2005 Cermak Award[41]
- 2015 Elected Membership in American Society for Clinical Investigation[42]
- 2015 Society for Neuroscience - Science Educator Award[43]
- 2017 Prose Award[44]
Works
Book
Gazzaley authored The Distracted Mind: Ancient Brains in a High-Tech world, along with Dr. Larry Rosen. It was published by MIT Press in October 2016. ISBN 978-0-262-03494-4It won the 2017 PROSE Award in the category of Biomedicine and Neuroscience[44]
Notable Research Articles
- Gazzaley, A. H.; Siegel, S. J.; Kordower, J. H.; Mufson, E. J.; Morrison, J. H. (1996). 'Circuit-specific alterations of N-methyl-D-aspartate receptor subunit 1 in the dentate gyrus of aged monkeys'. Proceedings of the National Academy of Sciences of the United States of America. 93 (7): 3121–5. Bibcode:1996PNAS...93.3121G. doi:10.1073/pnas.93.7.3121. PMC39772. PMID8610179.
- Gazzaley, Adam; Cooney, Jeffrey W; Rissman, Jesse; d'Esposito, Mark (2005). 'Top-down suppression deficit underlies working memory impairment in normal aging'. Nature Neuroscience. 8 (10): 1298–300. doi:10.1038/nn1543. PMID16158065.
- Clapp, W. C.; Rubens, M. T.; Sabharwal, J.; Gazzaley, A. (2011). 'Deficit in switching between functional brain networks underlies the impact of multitasking on working memory in older adults'. Proceedings of the National Academy of Sciences. 108 (17): 7212–7. Bibcode:2011PNAS..108.7212C. doi:10.1073/pnas.1015297108. JSTOR41242155. PMC3084135. PMID21482762.
- Zanto, Theodore P; Rubens, Michael T; Thangavel, Arul; Gazzaley, Adam (2011). 'Causal role of the prefrontal cortex in top-down modulation of visual processing and working memory'. Nature Neuroscience. 14 (5): 656–61. doi:10.1038/nn.2773. PMC3083493. PMID21441920.
- Anguera, J. A.; Boccanfuso, J.; Rintoul, J. L.; Al-Hashimi, O.; Faraji, F.; Janowich, J.; Kong, E.; Larraburo, Y.; Rolle, C.; Johnston, E.; Gazzaley, A. (2013). 'Video game training enhances cognitive control in older adults'. Nature. 501 (7465): 97–101. Bibcode:2013Natur.501...97A. doi:10.1038/nature12486. PMC3983066. PMID24005416.
- Mishra, Jyoti; De Villers-Sidani, Etienne; Merzenich, Michael; Gazzaley, Adam (2014). 'Adaptive Training Diminishes Distractibility in Aging across Species'. Neuron. 84 (5): 1091–103. doi:10.1016/j.neuron.2014.10.034. PMC4264379. PMID25467987.
References
- ^ ab'Neuroscape - Bridging the gap between technology and neuroscience'.
- ^'Adam Gazzaley, M.D., Ph.D., UCSF'.
- ^ ab'Akili Interactive'.
- ^ ab'JAZZ Venture Partners - The Firm'.
- ^Search Results for author Gazzaley A on PubMed.
- ^'Medical Board of California, License Holder'. Retrieved 2014-12-18.
- ^'Krieg Cortical Scholar Award'. Retrieved 2014-12-18.
- ^'US News Doctors: Dr. Adam Howard Gazzaley'. Retrieved 2014-12-19.
- ^'ABPM American Board of Psychiatry and Neurology'. Diplomate Verification. Retrieved 2014-12-18.
- ^ ab'Neuroscape - Bridging the gap between technology and neuroscience'.
- ^Gazzaley, A.; Clapp, W.; Kelley, J.; McEvoy, K.; Knight, R. T.; d'Esposito, M. (2008). 'Age-related top-down suppression deficit in the early stages of cortical visual memory processing'. Proceedings of the National Academy of Sciences. 105 (35): 13122–6. Bibcode:2008PNAS..10513122G. doi:10.1073/pnas.0806074105. JSTOR25464001. PMC2529045. PMID18765818.
- ^Gazzaley, Adam; Cooney, Jeffrey W; Rissman, Jesse; d'Esposito, Mark (2005). 'Top-down suppression deficit underlies working memory impairment in normal aging'. Nature Neuroscience. 8 (10): 1298. doi:10.1038/nn1543. PMID16158065.
- ^Clapp, W. C.; Rubens, M. T.; Sabharwal, J.; Gazzaley, A. (2011). 'Deficit in switching between functional brain networks underlies the impact of multitasking on working memory in older adults'. Proceedings of the National Academy of Sciences. 108 (17): 7212–7. Bibcode:2011PNAS..108.7212C. doi:10.1073/pnas.1015297108. JSTOR41242155. PMC3084135. PMID21482762.
- ^Anguera, J. A.; Boccanfuso, J.; Rintoul, J. L.; Al-Hashimi, O.; Faraji, F.; Janowich, J.; Kong, E.; Larraburo, Y.; Rolle, C.; Johnston, E.; Gazzaley, A. (2013). 'Video game training enhances cognitive control in older adults'. Nature. 501 (7465): 97–101. Bibcode:2013Natur.501...97A. doi:10.1038/nature12486. PMC3983066. PMID24005416.
- ^'Neuroscape Lab puts brain activity on vivid display'. UCSF. Retrieved 2014-12-18.
- ^'Glass Brain'. Retrieved 2014-12-24.
- ^''Glass Brain' Offers Tours of the Space between Your Ears'. Scientific America. Retrieved 2014-12-24.
- ^'Wanderings'.
- ^'Games to Sharpen the Brain'. Wall Street Journal. Retrieved 2014-12-18.
- ^'Akili - Adam Gazzaley'. Archived from the original on 2014-12-19. Retrieved 2014-12-19.
- ^danablog505 (19 October 2015). 'Adam Gazzaley Receives SfN Science Educator Award'.
- ^Clive Thompson. 'Can Video Games Fend Off Mental Decline?'. New York Times.
- ^Matt Richtel. 'A Multitasking Video Game Makes Old Brains Act Younger'. New York Times.
- ^Patricia Marx. 'Mentally Fit – Workouts at the brain gym'. The New Yorker.
- ^Evelyn M. Rusli. 'Inside Mickey Hart's Brain: How Tech and Neuroscience Are Converging'. The Wall Street Journal. Retrieved 2014-12-19.
- ^Brian Gormley. 'Games to Sharpen the Brain'. The Wall Street Journal. Retrieved 2014-12-19.
- ^Maia Szalavitz. 'Teaching Old Brains New Tricks With a Videogame'. TIME.
- ^David Ewing Duncan. 'Looking at Stress—and God—in the Human Brain'. Discover Magazine. Retrieved 2014-12-19.
- ^Brandon Keim. 'Brain Scans Show How Multitasking Is Harder for Seniors'. Wired. Retrieved 2014-12-19.
- ^'Your devices are probably ruining your productivity. Here's why'.
- ^Jon Hamilton. 'Multitasking After 60: Video Game Boosts Focus, Mental Agility'. NPR. Retrieved 2014-12-19.
- ^Elizabeth Landau. 'Video game may help aging brain'. CNN. Retrieved 2014-12-19.
- ^'Can video games take your brain to the next level? - CNN Video'.
- ^'NBC Nightly News'. NBC. Retrieved 2014-12-19.
- ^McFadden, Cynthia. 'Can brain games keep aging minds young? There's an app for that!'.
- ^'Santa Fe Productions - The Distracted Mind with Dr. Adam Gazzaley'.
- ^'Raising awareness about the distracted mind (PBS special)'. PBS. Retrieved 2014-12-18.
- ^'Adam Gazzaley'.
- ^'Adam Gazzaley'.
- ^'Krieg Cortical Kudos Awards'.
- ^'Cermak Award'. Archived from the original on 2017-01-09. Retrieved 2017-01-08.
- ^'The ASCI's 2015 ballot results – The American Society for Clinical Investigation'.
- ^'Society for Neuroscience'.
- ^ abhttps://proseawards.com/winners
External links
Binghamton UniversityThe State University of New York at Binghamton, commonly referred to as Binghamton University and SUNY Binghamton, is a public research university with campuses in Binghamton, Vestal, and Johnson City, New York, United States. It is one of the four university centers in the State University of New York (SUNY) system. As of Fall 2018, 17,768 undergraduate and graduate students attend the university. The Vestal campus is listed as a census-designated place, with a residential population of 6,177 as of the 2010 Census.Since its establishment in 1946, the school has evolved from a small liberal arts college to a large research university that is consistently ranked among the best public universities in the United States. Binghamton University is considered to be one of the 'Public Ivies,' a publicly funded university considered as providing a quality of education comparable to those of the Ivy League. The university is designated as an R1 Doctoral University with very high research activity according to the Carnegie Classification of Institutions of Higher Education.Binghamton's athletic teams are known as the Bearcats, and compete in Division I of the National Collegiate Athletic Association (NCAA). The Bearcats are members of the America East Conference.
DSKNECTDDSKNECTD is a 2013 documentary, directed by Dominic H. White. The film is an exploration of the rise of digital communication technologies, examining how cell phones, social media and the Internet are reshaping human interactions. The film had its sneak preview at the Tacoma Film Festival October 9, 2013 and its world premiere at the ArcLight Documentary Festival October 11, 2013.
Game studiesGame studies, or ludology, is the study of games, the act of playing them, and the players and cultures surrounding them. It is a discipline of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and finally, the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc.
Before video games, game studies often only included anthropological work, studying the games of past societies. However, once video games were introduced and became mainstream, game studies were updated to perform sociological and psychological observations; to observe the effects of gaming on an individual, his or her interactions with society, and the way it could impact the world around us.
There are three main approaches to game studies: the social science approach asks itself how games affect people and uses tools such as surveys and controlled lab experiments. The folklore approach asks itself what meanings are expressed through games, and uses tools such as ethnography and patient observation. The industrial and engineering approach applies mostly to video games and less to games in general, and examines things such as computer graphics, artificial intelligence, and networking. Like other media disciplines, such as television and film studies, game studies often involves textual analysis and audience theory.
NeuroRacerNeuroRacer is a video game designed by a team of researchers at the University of California, San Francisco led by Adam Gazzaley as a way to help with mental cognition. It was designed as an 'Adam Gazzaley intervention' for 'top-down modulation deficits in older adults.' A study on 60- to 85-year-olds showed that the multitasking nature of the game caused improvements in tasks outside of the game involving working memory and sustained attention.A 2013 review concluded that there is no good medical evidence to support claims that memory training helps people improve cognitive functioning. However, Neuroracer differs from conventional 'memory training' apps, in that it focuses on multi-tasking in a virtual environment.
NeurogamingNeurogaming is a nascent form of gaming that involves the use of Brain–computer interfaces such as EEG so that users can interact with the game without use of a traditional controller. When using Multiplayer mode players can see the brain activity of other users. Neurogaming can have applications in treating brain disorders like PTSD and ADHD. Besides health industry neurogaming technologies represent interest to other various sectors like defense, sports and education.'The player becomes a virtual agent in the game.. In the classroom it translates into a form of differentiated instruction.'One of the earliest neurogames is the racing game NeuroRacer, which was designed by Adam Gazzaley to improve the cognitive functioning of aging adults. Other early neurogames include 'Throw Trucks With Your Mind' (which allows users to pick up and throw objects by mentally blocking distractions) and NeuroMage, which allows users to use a 'relax the mind' technique to learn new spells and levitate the Millennium Falcon.
There is an annual conference around neurogaming based in San Francisco.Among possible dangers and concerns surrounding neurogaming are ethical issues like mind control, brain intrusion and mind reading.
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Text is available under the CC BY-SA 3.0 license; additional terms may apply.
Images, videos and audio are available under their respective licenses.
Adam Gazzaley (born December 29, 1968) is an American neuroscientist, author, photographer, entrepreneur and inventor. He is the founder and executive director of Neuroscape [1] and Professor of Neurology, Physiology, and Psychiatry at University of California, San Francisco (UCSF).[2] He is also co-founder and Chief Science Advisor of Akili Interactive Labs [3] and JAZZ Venture Partners.[4] He has authored over 130 scientific articles.[5]
Adam Gazzaley | |
---|---|
Born | December 29, 1968 (age 50) Brooklyn, New York, United States |
Residence | San Francisco, United States |
Nationality | American |
Alma mater | Binghamton University, Mount Sinai School of Medicine (MSSM) |
Scientific career | |
Fields | Neuroscience |
Institutions | University of California, San Francisco |
Career
Early life
Gazzaley graduated from the Bronx High School of Science in 1986. He received a Bachelor of Science degree in biochemistry from Binghamton University in 1990, followed by M.D. and Ph.D degrees in Neuroscience through the NIH-sponsored Medical Scientist Training Program at the Mount Sinai School of Medicine in New York.[6] His doctoral research on plasticity of glutamate receptors in the hippocampus and implications for cognitive changes in normal aging earned him the 1997 Krieg Cortical Scholar Award.[7] He completed an internship in internal medicine (1998-1999) and residency in neurology (1999-2002) at the University of Pennsylvania Health System.[8]
Following residency in 2002, Gazzaley had a research fellowship at the University of California, Berkeley, and simultaneously worked as Attending Neurologist at the Northern California VA Medical Center, UCSF Medical Center and completed a clinical fellowship in cognitive neurology at the University of California, San Francisco Memory and Aging Center where he became board-certified in neurology.[9]
Research
Gazzaley founded Gazzaley Lab at UCSF in 2006[10] and the UCSF Neuroscience Imaging Center in 2007. His research approach uses a combination of human neurophysiological tools, including functional magnetic resonance imaging (fMRI), electroencephalography (EEG) and transcranial stimulation (TES). He used this approach to show that older adults exhibit neural deficits in suppressing distractions and also while multitasking.[11][12][13]
Several of Gazzaley's studies explore how cognitive abilities may be enhanced via engagement with custom designed video games, neurofeedback and TES.[10] In 2009 he designed a video game, NeuroRacer, to enhance cognitive abilities of older adults. In a study published in 2013 as the cover story of Nature he showed that the multitasking nature of the game caused improvements in tasks outside of the game involving working memory and sustained attention.[14]
He created the Neuroscape Lab[15] at UCSF , an environment designed to create and validate neurodiagnostics and neurotherapeutics using newly emerging technology. He developed the GlassBrain, a 3D MRI brain visualization that displays overlaid rhythmic brain activity in real-time using EEG recordings in collaboration with scientists at UCSD.[16][17]
In 2016, he merged the three entities he created at UCSF (Gazzaley Lab, Neuroscience Imaging Center and Neuroscape Lab) into one research center — Neuroscape [1] — with the mission of bridging technology and neuroscience to create real-world solutions to enhance brain function.
Industry
In 2001, Gazzaley founded his first company, Wanderings Inc, to sell fine art prints of his nature photography.[18]
In 2011, Gazzaley co-founded Akili Interactive Labs,[3] a company working to create digital medicine and the first FDA approved video game,[19] and acts as its Chief Science Advisor.[20]
In 2015, he co-founded JAZZ Venture Partners, a venture capital firm investing in experiential technology to improve human performance, and serves as its Chief Scientist.[4]
Public and Media Appearances
Gazzaley has delivered over 600 invited talks around the world on his research and perspectives. His public speaking has been recognized by receiving the 2015 Science Educator Award by the Society of Neuroscience.[21]
He has been profiled in The New York Times,[22][23]The New Yorker,[24]The Wall Street Journal,[25][26]TIME,[27]Discover,[28]Wired,[29]PBS,[30]NPR,[31]CNN,[32][33]NBC Nightly News.,[34] The Today Show.[35] In 2013, he wrote and hosted the nationally televised, PBS-sponsored special, “The Distracted Mind with Dr. Adam Gazzaley”.[36][37] In 2014, he co-hosted TEDMED 2014.[38] He has appeared in several TV documentaries.[39]
Awards and honors
- 1997 Krieg Cortical Kudos- Cortical Scholar Award[40]
- 2005 Cermak Award[41]
- 2015 Elected Membership in American Society for Clinical Investigation[42]
- 2015 Society for Neuroscience - Science Educator Award[43]
- 2017 Prose Award[44]
Works
Book
Gazzaley authored The Distracted Mind: Ancient Brains in a High-Tech world, along with Dr. Larry Rosen. It was published by MIT Press in October 2016. ISBN 978-0-262-03494-4It won the 2017 PROSE Award in the category of Biomedicine and Neuroscience[44]
Notable Research Articles
- Gazzaley, A. H.; Siegel, S. J.; Kordower, J. H.; Mufson, E. J.; Morrison, J. H. (1996). 'Circuit-specific alterations of N-methyl-D-aspartate receptor subunit 1 in the dentate gyrus of aged monkeys'. Proceedings of the National Academy of Sciences of the United States of America. 93 (7): 3121–5. Bibcode:1996PNAS...93.3121G. doi:10.1073/pnas.93.7.3121. PMC39772. PMID8610179.
- Gazzaley, Adam; Cooney, Jeffrey W; Rissman, Jesse; d'Esposito, Mark (2005). 'Top-down suppression deficit underlies working memory impairment in normal aging'. Nature Neuroscience. 8 (10): 1298–300. doi:10.1038/nn1543. PMID16158065.
- Clapp, W. C.; Rubens, M. T.; Sabharwal, J.; Gazzaley, A. (2011). 'Deficit in switching between functional brain networks underlies the impact of multitasking on working memory in older adults'. Proceedings of the National Academy of Sciences. 108 (17): 7212–7. Bibcode:2011PNAS..108.7212C. doi:10.1073/pnas.1015297108. JSTOR41242155. PMC3084135. PMID21482762.
- Zanto, Theodore P; Rubens, Michael T; Thangavel, Arul; Gazzaley, Adam (2011). 'Causal role of the prefrontal cortex in top-down modulation of visual processing and working memory'. Nature Neuroscience. 14 (5): 656–61. doi:10.1038/nn.2773. PMC3083493. PMID21441920.
- Anguera, J. A.; Boccanfuso, J.; Rintoul, J. L.; Al-Hashimi, O.; Faraji, F.; Janowich, J.; Kong, E.; Larraburo, Y.; Rolle, C.; Johnston, E.; Gazzaley, A. (2013). 'Video game training enhances cognitive control in older adults'. Nature. 501 (7465): 97–101. Bibcode:2013Natur.501...97A. doi:10.1038/nature12486. PMC3983066. PMID24005416.
- Mishra, Jyoti; De Villers-Sidani, Etienne; Merzenich, Michael; Gazzaley, Adam (2014). 'Adaptive Training Diminishes Distractibility in Aging across Species'. Neuron. 84 (5): 1091–103. doi:10.1016/j.neuron.2014.10.034. PMC4264379. PMID25467987.
References
- ^ ab'Neuroscape - Bridging the gap between technology and neuroscience'.
- ^'Adam Gazzaley, M.D., Ph.D., UCSF'.
- ^ ab'Akili Interactive'.
- ^ ab'JAZZ Venture Partners - The Firm'.
- ^Search Results for author Gazzaley A on PubMed.
- ^'Medical Board of California, License Holder'. Retrieved 2014-12-18.
- ^'Krieg Cortical Scholar Award'. Retrieved 2014-12-18.
- ^'US News Doctors: Dr. Adam Howard Gazzaley'. Retrieved 2014-12-19.
- ^'ABPM American Board of Psychiatry and Neurology'. Diplomate Verification. Retrieved 2014-12-18.
- ^ ab'Neuroscape - Bridging the gap between technology and neuroscience'.
- ^Gazzaley, A.; Clapp, W.; Kelley, J.; McEvoy, K.; Knight, R. T.; d'Esposito, M. (2008). 'Age-related top-down suppression deficit in the early stages of cortical visual memory processing'. Proceedings of the National Academy of Sciences. 105 (35): 13122–6. Bibcode:2008PNAS..10513122G. doi:10.1073/pnas.0806074105. JSTOR25464001. PMC2529045. PMID18765818.
- ^Gazzaley, Adam; Cooney, Jeffrey W; Rissman, Jesse; d'Esposito, Mark (2005). 'Top-down suppression deficit underlies working memory impairment in normal aging'. Nature Neuroscience. 8 (10): 1298. doi:10.1038/nn1543. PMID16158065.
- ^Clapp, W. C.; Rubens, M. T.; Sabharwal, J.; Gazzaley, A. (2011). 'Deficit in switching between functional brain networks underlies the impact of multitasking on working memory in older adults'. Proceedings of the National Academy of Sciences. 108 (17): 7212–7. Bibcode:2011PNAS..108.7212C. doi:10.1073/pnas.1015297108. JSTOR41242155. PMC3084135. PMID21482762.
- ^Anguera, J. A.; Boccanfuso, J.; Rintoul, J. L.; Al-Hashimi, O.; Faraji, F.; Janowich, J.; Kong, E.; Larraburo, Y.; Rolle, C.; Johnston, E.; Gazzaley, A. (2013). 'Video game training enhances cognitive control in older adults'. Nature. 501 (7465): 97–101. Bibcode:2013Natur.501...97A. doi:10.1038/nature12486. PMC3983066. PMID24005416.
- ^'Neuroscape Lab puts brain activity on vivid display'. UCSF. Retrieved 2014-12-18.
- ^'Glass Brain'. Retrieved 2014-12-24.
- ^''Glass Brain' Offers Tours of the Space between Your Ears'. Scientific America. Retrieved 2014-12-24.
- ^'Wanderings'.
- ^'Games to Sharpen the Brain'. Wall Street Journal. Retrieved 2014-12-18.
- ^'Akili - Adam Gazzaley'. Archived from the original on 2014-12-19. Retrieved 2014-12-19.
- ^danablog505 (19 October 2015). 'Adam Gazzaley Receives SfN Science Educator Award'.
- ^Clive Thompson. 'Can Video Games Fend Off Mental Decline?'. New York Times.
- ^Matt Richtel. 'A Multitasking Video Game Makes Old Brains Act Younger'. New York Times.
- ^Patricia Marx. 'Mentally Fit – Workouts at the brain gym'. The New Yorker.
- ^Evelyn M. Rusli. 'Inside Mickey Hart's Brain: How Tech and Neuroscience Are Converging'. The Wall Street Journal. Retrieved 2014-12-19.
- ^Brian Gormley. 'Games to Sharpen the Brain'. The Wall Street Journal. Retrieved 2014-12-19.
- ^Maia Szalavitz. 'Teaching Old Brains New Tricks With a Videogame'. TIME.
- ^David Ewing Duncan. 'Looking at Stress—and God—in the Human Brain'. Discover Magazine. Retrieved 2014-12-19.
- ^Brandon Keim. 'Brain Scans Show How Multitasking Is Harder for Seniors'. Wired. Retrieved 2014-12-19.
- ^'Your devices are probably ruining your productivity. Here's why'.
- ^Jon Hamilton. 'Multitasking After 60: Video Game Boosts Focus, Mental Agility'. NPR. Retrieved 2014-12-19.
- ^Elizabeth Landau. 'Video game may help aging brain'. CNN. Retrieved 2014-12-19.
- ^'Can video games take your brain to the next level? - CNN Video'.
- ^'NBC Nightly News'. NBC. Retrieved 2014-12-19.
- ^McFadden, Cynthia. 'Can brain games keep aging minds young? There's an app for that!'.
- ^'Santa Fe Productions - The Distracted Mind with Dr. Adam Gazzaley'.
- ^'Raising awareness about the distracted mind (PBS special)'. PBS. Retrieved 2014-12-18.
- ^'Adam Gazzaley'.
- ^'Adam Gazzaley'.
- ^'Krieg Cortical Kudos Awards'.
- ^'Cermak Award'. Archived from the original on 2017-01-09. Retrieved 2017-01-08.
- ^'The ASCI's 2015 ballot results – The American Society for Clinical Investigation'.
- ^'Society for Neuroscience'.
- ^ abhttps://proseawards.com/winners
External links
Binghamton UniversityThe State University of New York at Binghamton, commonly referred to as Binghamton University and SUNY Binghamton, is a public research university with campuses in Binghamton, Vestal, and Johnson City, New York, United States. It is one of the four university centers in the State University of New York (SUNY) system. As of Fall 2018, 17,768 undergraduate and graduate students attend the university. The Vestal campus is listed as a census-designated place, with a residential population of 6,177 as of the 2010 Census.Since its establishment in 1946, the school has evolved from a small liberal arts college to a large research university that is consistently ranked among the best public universities in the United States. Binghamton University is considered to be one of the 'Public Ivies,' a publicly funded university considered as providing a quality of education comparable to those of the Ivy League. The university is designated as an R1 Doctoral University with very high research activity according to the Carnegie Classification of Institutions of Higher Education.Binghamton's athletic teams are known as the Bearcats, and compete in Division I of the National Collegiate Athletic Association (NCAA). The Bearcats are members of the America East Conference.
DSKNECTDDSKNECTD is a 2013 documentary, directed by Dominic H. White. The film is an exploration of the rise of digital communication technologies, examining how cell phones, social media and the Internet are reshaping human interactions. The film had its sneak preview at the Tacoma Film Festival October 9, 2013 and its world premiere at the ArcLight Documentary Festival October 11, 2013.
Game studiesGame studies, or ludology, is the study of games, the act of playing them, and the players and cultures surrounding them. It is a discipline of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, folkloristics and cultural heritage, sociology and psychology, while examining aspects of the design of the game, the players in the game, and finally, the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc.
Before video games, game studies often only included anthropological work, studying the games of past societies. However, once video games were introduced and became mainstream, game studies were updated to perform sociological and psychological observations; to observe the effects of gaming on an individual, his or her interactions with society, and the way it could impact the world around us.
There are three main approaches to game studies: the social science approach asks itself how games affect people and uses tools such as surveys and controlled lab experiments. The folklore approach asks itself what meanings are expressed through games, and uses tools such as ethnography and patient observation. The industrial and engineering approach applies mostly to video games and less to games in general, and examines things such as computer graphics, artificial intelligence, and networking. Like other media disciplines, such as television and film studies, game studies often involves textual analysis and audience theory.
NeuroRacerNeuroRacer is a video game designed by a team of researchers at the University of California, San Francisco led by Adam Gazzaley as a way to help with mental cognition. It was designed as an 'Adam Gazzaley intervention' for 'top-down modulation deficits in older adults.' A study on 60- to 85-year-olds showed that the multitasking nature of the game caused improvements in tasks outside of the game involving working memory and sustained attention.A 2013 review concluded that there is no good medical evidence to support claims that memory training helps people improve cognitive functioning. However, Neuroracer differs from conventional 'memory training' apps, in that it focuses on multi-tasking in a virtual environment.
NeurogamingNeurogaming is a nascent form of gaming that involves the use of Brain–computer interfaces such as EEG so that users can interact with the game without use of a traditional controller. When using Multiplayer mode players can see the brain activity of other users. Neurogaming can have applications in treating brain disorders like PTSD and ADHD. Besides health industry neurogaming technologies represent interest to other various sectors like defense, sports and education.'The player becomes a virtual agent in the game.. In the classroom it translates into a form of differentiated instruction.'One of the earliest neurogames is the racing game NeuroRacer, which was designed by Adam Gazzaley to improve the cognitive functioning of aging adults. Other early neurogames include 'Throw Trucks With Your Mind' (which allows users to pick up and throw objects by mentally blocking distractions) and NeuroMage, which allows users to use a 'relax the mind' technique to learn new spells and levitate the Millennium Falcon.
There is an annual conference around neurogaming based in San Francisco.Among possible dangers and concerns surrounding neurogaming are ethical issues like mind control, brain intrusion and mind reading.
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Images, videos and audio are available under their respective licenses.