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The declining line in the body of the graph tells you that getting old sucks. The y-axis is a composite measure of cognitive performance. You see the age decades on the x-axis at the bottom. Here’s the graph from the first experiment to illustrate that. But, it kills older Other Guys much worse. The combination of driving a moving car while responding to a sign is multitasking and we know that kills WATTage whether young or old. Changes in sign levels corresponded with a 10msec change in this response time window for levels 54 to 19 (600msec), whereas levels 19 to 1 utilized a 25msec change. Similarly, there were a total of 54 different sign levels: these levels represented the maximum amount of time that a participant had to respond to a presented target, and ranged from 250msec (Sign Level 54) to 1000msec (Sign Level 1). And sometimes, they had to do both drive and obey the signs. Sometimes they had to obey a sign that appeared during the game. Other Guys of various ages in the first experiment, then much older Other Guys in the second experiment, played the NeuroRacer game.
#Neuro racer game driver
NeuroRacer is a computer driver game with pretty simple graphics. Given that this was a tracking task, the road went by the car (much like a treadmill) at different rates of speed, with uphill pieces requiring more acceleration (and downhill piece requiring more braking). These pieces were presented in a pseudo-randomized order for 2, 2.5, or 3 sec, generating a path for the participant to guide the car on. The road in the game was comprised of a predetermined, equivalent number of “track pieces” such as left and right turns, as well as uphill and downhill pieces that had either a shallow or steep grade (see Supplementary Figure 10a). We need to understand NeuroRacer and these studies. Just for fun, let’s read both the Letter and the Supplemental Material and in particular consider numbers rather than words and pictures. NeuroRacer does something good for people and their minds.
#Neuro racer game Offline
Like this!Īnd really cool graphs like this that explain everything about NeuroRacer with just a glance!Īnd, if you just read the abstract, admire the Pretty Pictures and Graphs, kinda read the Letter, but ignore the 28 page offline Supplemental Material, you can just feel it in your bones. But even with your Grandfather’s Oldsmobile of EEG you do get pretty pictures.
#Neuro racer game plus
Other Guys played the game on a laptop computer while getting measured with just about every indicator of cognitive and perceptual performance that’s ever been invented, plus EEG, but, alas, no fMRI. Neural signatures from electroencephalography.Īnd all from a Speed Racer kind of game. Robust plasticity of the prefrontal cognitive control system. Sounds impressive, doesn’t it? Midline frontal theta power. These findings highlight the robust plasticity of the prefrontal cognitive control system in the ageing brain, and provide the first evidence, to our knowledge, of how a custom-designed video game can be used to assess cognitive abilities across the lifespan, evaluate underlying neural mechanisms, and serve as a powerful tool for cognitive enhancement. Critically, this training resulted in performance benefits that extended to untrained cognitive control abilities (enhanced sustained attention and working memory), with an increase in midline frontal theta power predicting the training-induced boost in sustained attention and preservation of multitasking improvement 6 months later. Furthermore, age-related deficits in neural signatures of cognitive control, as measured with electroencephalography, were remediated by multitasking training (enhanced midline frontal theta power and frontal–posterior theta coherence). Let’s go to the beginning.īy playing an adaptive version of NeuroRacer in multitasking training mode, older adults (60 to 85 years old) reduced multitasking costs compared to both an active control group and a no-contact control group, attaining levels beyond those achieved by untrained 20-year-old participants, with gains persisting for 6 months. But, it has a lot to do with the persuasion of the results. So placed, that information cannot suffer from recency effects! And, it has nothing to do – nothing, I say – with the results. That disclosure occurs in the penultimate paragraph of a two study package published in the esteemed peer review journal, Nature, on the impact of a computer-based cognitive training program called NeuroRacer. has a patent pending for a game–based cognitive training intervention, ‘Enhancing cognition in the presence of distraction and/or interruption’, which was inspired by the research presented here. is co-founder and chief science advisor of Akili Interactive Labs, a newly formed company that develops cognitive training software.