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'''''NeuroRacer''''' 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."<ref>{{cite web | url = http://gazzaleylab.ucsf.edu/page74.html | title = NeuroRacer Study | publisher = Gazzaley Lab | author = Adam Gazzaley | location = [[University of California, San Francisco]] | accessdate = 2013-09-06 | date = September 4, 2013 | author-link = Adam Gazzaley | archive-url = https://web.archive.org/web/20180302044754/http://gazzaleylab.ucsf.edu/page74.html | archive-date = March 2, 2018 | url-status = dead }}</ref> 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.<ref>{{Cite journal | last1 = Anguera | first1 = J. A. | last2 = Boccanfuso | first2 = J. | last3 = Rintoul | first3 = J. L. | last4 = Al-Hashimi | first4 = O. | last5 = Faraji | first5 = F. | last6 = Janowich | first6 = J. | last7 = Kong | first7 = E. | last8 = Larraburo | first8 = Y. | last9 = Rolle | first9 = C. | last10 = Johnston | first10 = E. | last11 = Gazzaley | first11 = A. | doi = 10.1038/nature12486 | title = Video game training enhances cognitive control in older adults | journal = Nature | volume = 501 | issue = 7465 | pages = 97–101 | year = 2013 | pmid = 24005416| pmc = 3983066| bibcode = 2013Natur.501...97A }}</ref>
'''''NeuroRacer''''' 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."<ref>{{cite web | url = http://gazzaleylab.ucsf.edu/page74.html | title = NeuroRacer Study | publisher = Gazzaley Lab | author = Adam Gazzaley | location = [[University of California, San Francisco]] | accessdate = 2013-09-06 | date = September 4, 2013 | author-link = Adam Gazzaley | archive-url = https://web.archive.org/web/20180302044754/http://gazzaleylab.ucsf.edu/page74.html | archive-date = March 2, 2018 | url-status = dead }}</ref> 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.<ref>{{Cite journal | last1 = Anguera | first1 = J. A. | last2 = Boccanfuso | first2 = J. | last3 = Rintoul | first3 = J. L. | last4 = Al-Hashimi | first4 = O. | last5 = Faraji | first5 = F. | last6 = Janowich | first6 = J. | last7 = Kong | first7 = E. | last8 = Larraburo | first8 = Y. | last9 = Rolle | first9 = C. | last10 = Johnston | first10 = E. | last11 = Gazzaley | first11 = A. | doi = 10.1038/nature12486 | title = Video game training enhances cognitive control in older adults | journal = Nature | volume = 501 | issue = 7465 | pages = 97–101 | year = 2013 | pmid = 24005416| pmc = 3983066| bibcode = 2013Natur.501...97A }}</ref> The game is presented as a [[driving simulator]]. Gameplay involves driving a vehicle down windy roads and pushing buttons when a sign appears.


A 2013 review concluded that there is no good [[Hierarchy of evidence|medical evidence]] to support claims that memory training helps people improve cognitive functioning.<ref>{{cite journal |last1= Melby-Verlag |first1= M. |last2= Hulme |first2= C. |name-list-style= amp |date= February 2013 |title= Is Working Memory Training Effective? A Meta-Analytic Review |journal= Developmental Psychology |volume= 49 |issue= 2 |pages= 270–291 |doi= 10.1037/a0028228 |pmid= 22612437|s2cid= 12370312 }}</ref> However, Neuroracer differs from conventional "memory training" apps, in that it focuses on multi-tasking in a virtual environment.
A 2013 review concluded that there is no good [[Hierarchy of evidence|medical evidence]] to support claims that memory training helps people improve cognitive functioning.<ref>{{cite journal |last1= Melby-Verlag |first1= M. |last2= Hulme |first2= C. |name-list-style= amp |date= February 2013 |title= Is Working Memory Training Effective? A Meta-Analytic Review |journal= Developmental Psychology |volume= 49 |issue= 2 |pages= 270–291 |doi= 10.1037/a0028228 |pmid= 22612437|s2cid= 12370312 }}</ref> However, Neuroracer differs from conventional "memory training" apps, in that it focuses on multi-tasking in a virtual environment.

Latest revision as of 21:29, 11 January 2024

NeuroRacer
Developer(s)University of California, San Francisco
Director(s)Adam Gazzaley
Release2013
Genre(s)Physical therapy
Mode(s)Single-player

NeuroRacer 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."[1] 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.[2] The game is presented as a driving simulator. Gameplay involves driving a vehicle down windy roads and pushing buttons when a sign appears.

A 2013 review concluded that there is no good medical evidence to support claims that memory training helps people improve cognitive functioning.[3] However, Neuroracer differs from conventional "memory training" apps, in that it focuses on multi-tasking in a virtual environment.

On June 25, 2020, the University of California published an online news article entitled: "The U.S. Food and Drug Administration has approved the first video game therapeutic as a treatment for attention deficit hyperactivity disorder (ADHD) in children, based on research by UC San Francisco’s Adam Gazzaley, M.D., Ph.D."[4][5]

See also

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Notes

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  1. ^ Adam Gazzaley (September 4, 2013). "NeuroRacer Study". University of California, San Francisco: Gazzaley Lab. Archived from the original on March 2, 2018. Retrieved 2013-09-06.
  2. ^ 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. PMC 3983066. PMID 24005416.
  3. ^ Melby-Verlag, M. & Hulme, C. (February 2013). "Is Working Memory Training Effective? A Meta-Analytic Review". Developmental Psychology. 49 (2): 270–291. doi:10.1037/a0028228. PMID 22612437. S2CID 12370312.
  4. ^ Laura Kurtzman, UCSF (June 25, 2020). "FDA approves video game based on UCSF brain research as ADHD therapy for kids". University of California. Retrieved 2020-06-26.
  5. ^ "FDA Permits Marketing of First Game-Based Digital Therapeutic to Improve Attention Function in Children with ADHD". Food and Drug Administration. June 15, 2020. Retrieved 2020-06-26.

References

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