Monday, January 07, 2008

Monthly BayCHI Program

Tuesday, January 8, 2008 BayCHI program ...

"Brain Fitness Program: A Computer-Based Training Program to Improve Cognitive Function
Eric Mann, Posit Science

Many people do crossword puzzles or play games to keep themselves sharp. These may help, but the Brain Fitness Program takes brain exercise to a higher level. It is designed by scientists to change the brain by strengthening elemental processes. The goal is to improve brain function and enhance performance by refining the way you receive, process, record and retrieve information. The Brain Fitness Program includes six core exercises. In Posit Science studies, more than 90% of participants reported benefits such as better memory, quicker thinking and stronger communication. Across several studies, participants showed gains of 0.3 to 1.0 standard deviation on a standardized cognitive battery (equivalent to 10+ years of improvement).

Eric Mann is vice president of marketing at Posit Science. He has 20 years of experience in marketing, sales and business development in the software, Internet and high tech industries. Prior to Posit Science, Eric held senior marketing, business development and product positions at companies including Netscape/AOL, Lotus Development Corporation Broadband Office, Talkway Communications and Pramati Technologies. He specializes in finding market opportunities through partnerships and by developing innovative marketing programs. Eric launched his career at Inc. Magazine, where he was responsible for identifying new markets for technology programs. He has a BA in English from Brandeis University.

Impact of the Re-Mission Videogame on Cancer Treatment Adherence in Adolescents: Central Nervous System Mechanisms of Action
Steve W. Cole, PhD, HopeLab

HopeLab's Re-Mission videogame was developed as a rationally targeted behavioral intervention to improve health outcomes in adolescents and young adults (AYA) undergoing treatment for cancer. Development began with evidence-based needs assessment studies to identify specific behavioral objectives, and game design utilized cognitive-behavioral and social learning theories to engineer play content to impact specific behavioral targets. Empirical pilot testing was employed to iteratively refine game design. In a randomized controlled trial, patients who received Re-Mission (vs. a control commercial videogame) showed a 70% faster acquisition of cancer-related knowledge, a threefold greater rate of increase in self-efficacy to manage their illness, 16% greater adherence to prescribed antibiotic regimens, and 41% higher blood levels of oral chemotherapy over the course of a three-month follow-up. To identify psychological mechanisms of action, a subsequent fMRI study monitored functional neural activity. Results show that a rationally engineered digital game intervention can positively impact multiple aspects of health-related behavior in AYA cancer patients and suggest that emotional and motivational responses during game play may constitute key mechanisms of its impact on behavior."    (Continued via BayCHI)    [Usability Resources]

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