Workshop: Enhancing Well-being and Attentional Control through Games and Interactive Media: A Neuroscientific Approach

研讨会:通过游戏和互动媒体增强幸福感和注意力控制:神经科学方法

基本信息

  • 批准号:
    1251546
  • 负责人:
  • 金额:
    $ 5万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2012
  • 资助国家:
    美国
  • 起止时间:
    2012-08-15 至 2014-07-31
  • 项目状态:
    已结题

项目摘要

Behavioral training interventions have received much interest as an efficient and cost effective way to maintain brain fitness or enhance skilled performance with impact ranging from health to job training. In particular, neuroscience and behavioral research has documented the importance of explicitly training attentional control, in order to enhance perceptual and cognitive fitness, physical exercise, to promote physical fitness and rehabilitation as well as kindness and compassion, to produce changes in adaptive emotion regulation and well-being. During this same time period, video game play has become pervasive throughout all layers of society providing a potentially unique vehicle to deliver such controlled training at home in a cost-efficient manner. Given the potential impact of these interactive systems, it is necessary to understand the underlying scientific principles that govern the development and deployment of interactive computer games in healthcare and education. The search for the deeper understanding requires the involvement of expertise from a wide variety of areas ranging from neuroscience to computer science and engineering. To this end, the workshop brought together experts from a wide range of academic disciplines with engineers and software developers. The goals of the workshop was to identify the remaining challenges and roadblocks that represent barriers in making these sophisticated interactive systems to be among the key components supporting the future healthcare delivery with emphasis on prevention and quality of life. This workshop provided a unique opportunity to define new approaches to the design, assessment and distribution of video games for enhancing well-being and attention, opening a unique path to addressing key health care and societal concerns in a user-friendly and cost effective manner
行为训练干预措施作为一种有效且具有成本效益的方式来维持大脑健康或提高技能表现,其影响范围从健康到职业培训,受到了广泛的关注。 特别是,神经科学和行为研究已经证明了明确训练注意力控制的重要性,以增强知觉和认知健康、体育锻炼、促进身体健康和康复以及善良和同情心,从而产生适应性情绪调节和幸福感的变化。 在同一时期,视频游戏已经在社会各阶层普遍存在,提供了一种潜在的独特工具,可以以经济高效的方式在家中进行此类受控训练。考虑到这些交互式系统的潜在影响,有必要了解控制医疗保健和教育领域交互式计算机游戏的开发和部署的基本科学原理。寻求更深入的理解需要涉及从神经科学到计算机科学和工程学等各个领域的专业知识。为此,研讨会汇集了来自各个学科的专家以及工程师和软件开发人员。研讨会的目标是确定剩余的挑战和障碍,这些挑战和障碍代表着使这些复杂的交互式系统成为支持未来医疗保健服务的关键组成部分的障碍,重点是预防和生活质量。 本次研讨会提供了一个独特的机会来定义视频游戏的设计、评估和发行的新方法,以增强福祉和注意力,为以用户友好且具有成本效益的方式解决关键医疗保健和社会问题开辟了一条独特的道路

项目成果

期刊论文数量(0)
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科研奖励数量(0)
会议论文数量(0)
专利数量(0)

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Daphne Bavelier其他文献

I see where you're hearing: how cross-modal plasticity may exploit homologous brain structures
我明白你听到的是:跨模态可塑性如何利用同源大脑结构
  • DOI:
    10.1038/nn1110-1309
  • 发表时间:
    2010-10-26
  • 期刊:
  • 影响因子:
    20.000
  • 作者:
    Daphne Bavelier;Elizabeth A Hirshorn
  • 通讯作者:
    Elizabeth A Hirshorn
Combining tDCS with a cognitive control video game training in depression: a multicenter randomized controlled trial (DiSCoVeR)
将经颅直流电刺激(tDCS)与认知控制视频游戏训练相结合治疗抑郁症:一项多中心随机对照试验(DiSCoVeR)
  • DOI:
    10.1016/j.brs.2024.12.406
  • 发表时间:
    2025-01-01
  • 期刊:
  • 影响因子:
    8.400
  • 作者:
    Esther Dechantsreiter;Frank Padberg;Linda Rubene;Yuval Benjamini;Stephan Goerigk;Friedhelm Hummel;Amit Lotan;Daphne Bavelier;Elmars Rancans;Mor Nahum
  • 通讯作者:
    Mor Nahum
Improving Methodological Standards in Behavioral Interventions for Cognitive Enhancement
  • DOI:
    10.1007/s41465-018-0115-y
  • 发表时间:
    2019-01-08
  • 期刊:
  • 影响因子:
    1.400
  • 作者:
    C. Shawn Green;Daphne Bavelier;Arthur F. Kramer;Sophia Vinogradov;Ulrich Ansorge;Karlene K. Ball;Ulrike Bingel;Jason M. Chein;Lorenza S. Colzato;Jerri D. Edwards;Andrea Facoetti;Adam Gazzaley;Susan E. Gathercole;Paolo Ghisletta;Simone Gori;Isabela Granic;Charles H. Hillman;Bernhard Hommel;Susanne M. Jaeggi;Philipp Kanske;Julia Karbach;Alan Kingstone;Matthias Kliegel;Torkel Klingberg;Simone Kühn;Dennis M. Levi;Richard E. Mayer;Anne Collins McLaughlin;Danielle S. McNamara;Martha Clare Morris;Mor Nahum;Nora S. Newcombe;Rogerio Panizzutti;Ruchika Shaurya Prakash;Albert Rizzo;Torsten Schubert;Aaron R. Seitz;Sarah J. Short;Ilina Singh;James D. Slotta;Tilo Strobach;Michael S. C. Thomas;Elizabeth Tipton;Xin Tong;Haley A. Vlach;Julie Loebach Wetherell;Anna Wexler;Claudia M. Witt
  • 通讯作者:
    Claudia M. Witt
Computer vision based algorithm to support correct electrode placement for home-based non-invasive electric brain stimulation
  • DOI:
    10.1016/j.brs.2023.01.380
  • 发表时间:
    2023-01-01
  • 期刊:
  • 影响因子:
  • 作者:
    Fabienne Windel;Rémy Marc M. Gardier;Gaspard Fourchard;Roser Viñals Terres;Daphne Bavelier;Frank Padberg;Elmars Rancans;Omer Bonne;Mor Nahum;Jean-Philippe Thiran;Takuya Morishita;Friedhelm Christoph Hummel
  • 通讯作者:
    Friedhelm Christoph Hummel
Erratum to: Technology consumption and cognitive control: Contrasting action video game experience with media multitasking
  • DOI:
    10.3758/s13414-015-1014-2
  • 发表时间:
    2015-11-03
  • 期刊:
  • 影响因子:
    1.700
  • 作者:
    Pedro Cardoso-Leite;Rachel Kludt;Gianluca Vignola;Wei Ji Ma;C. Shawn Green;Daphne Bavelier
  • 通讯作者:
    Daphne Bavelier

Daphne Bavelier的其他文献

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{{ truncateString('Daphne Bavelier', 18)}}的其他基金

DIP: 'Hard Fun' Learning Mathematics: Stimulating Number Sense
DIP:“艰苦的乐趣”学习数学:激发数感
  • 批准号:
    1227168
  • 财政年份:
    2012
  • 资助金额:
    $ 5万
  • 项目类别:
    Standard Grant
Object Perception
物体感知
  • 批准号:
    9809386
  • 财政年份:
    1999
  • 资助金额:
    $ 5万
  • 项目类别:
    Standard Grant

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