9/8/2005 New Video Game Shows Promise In Treatment of Attention Deficit Disorder (ADHD)

As many as three million children in the United States are being treated for Attention Deficit Disorder. And they’re not the only ones. 4.4 percent of the adult population have A.D.D. or a related disorder, making it the second most common psychological problem in adults after depression. VOA’s Paige Kollock reports on a new ‘game’ that might be able to help them.

New Video Game Shows Promise In Treatment of Attention Deficit Disorder

By Paige Kollock
Washington, DC
29 August 2005

Medical studies have shown that television and video games may contribute to the rise in Attention Deficit Disorder, especially in children.

Doctor Stephen Hinshaw of the University of California researches children with attention deficit hyperactivity disorder. He says, “Very fast paced media are in some ways overwhelming the young brains.”

Now a company called Unique Logic and Technology has created a video game that helps re-train those young brains. It’s called “Play Attention,” and the company claims it can teach your brain how to pay attention. It works by using a helmet that has sensors.

The sensors can tell whether or not the user is paying attention. In conjunction with computer software, the sensors teach the user what it feels like to pay attention and reward them for paying attention for longer periods. Over time, the user acquires the skill of concentration.

Former Principal Pat Faulkner says the $1,795 program is worth the money. “I think Play Attention was worth every penny they ever spent on it, and all the time that was spent on it, because it has the power to change a child’s life. When a child can learn to participate in class, then he can learn, and that’s a life changing experience.”

Adults are using Play Attention too. While the U.S. Women’s Olympic bobsled team may not have A.D.D, using Play Attention helps them increase their focus, which gives them a competitive edge.

Educators say the game takes between eight and 12 months to become permanently effective. From that point on, they say, users can fall back on the skill for the rest of their lives.

Can custom-made video games help children with attention deficit disorder?

From the  Berkeley Medical Journal:

y Attention!

Can custom-made video games help kids with attention deficit disorder?

By Gordon Kwan

For children with Attention Deficit Hyperactivity Disorder (ADHD), life can feel like a never-ending video game. They are wired–restless, impulsive, and easily distracted. Their minds are constantly bombarded with different elements of reality that compete for their attention.

So far, the most popular treatment for ADHD has been Ritalin, a rapid-acting stimulant for adults that has the opposite effect in children, calming the jitters associated with the disorder. According to the National Institute of Mental Health, about three percent of American school children take stimulants like Ritalin regularly. However current research suggests a surprising new strategy for treating this disorder: video games linked to brain-wave biofeedback that can help kids with ADHD train their minds to tune in and settle down.

It is difficult for a child with ADHD to learn how to self-regulate and know what it feels like to concentrate. Biofeedback teaches patients to control normally involuntary body functions such as heart rate by providing real-time monitoring of such responses. More than 15 years of studies show that with the aid of a computer display and an EEG sensor attached to the scalp, ADHD patients can learn to modulate brain waves associated with focusing. Increasing the strength of high-frequency beta waves and decreasing the strength of low-frequency theta waves, for example, creates a more attentive state of mind. With enough training, changes become automatic and lead to improvements in grades, sociability, and organizational skills.

Despite its proven success, the technique has not become a mainstream treatment for several good reasons. First, unlike drug therapy, which can have immediate results, a typical course of biofeedback treatment takes a series of about 40 one-hour sessions over a span of several months before benefits become apparent. Second, it is more expensive than drugs. Costs range from $3,000 to $4,000 for these treatments, so insurance companies tend to pick the less expensive option. Finally, biofeedback training requires the very kind of prolonged concentration that patients with ADHD struggle to attain.

Alan Pope, a behavioral scientist at NASA Langley Research Center in Hampton, Virginia, came up with a more engaging approach through work with NASA flight simulators. He was determining the degree of interaction with cockpit controls necessary to help pilots stay attentive during routine flights. In an experiment, he linked the level of automation in the cockpit to the pilots’ brain-wave signals, so that some controls switched from autopilot to manual when the pilot started to lose focus. He found that with practice the pilots could begin to adjust the controls to the level of automation that felt most comfortable by regulating their own brain waves.

Pope applied his findings to help ADHD patients stay focused by rewarding an attentive state of mind. He realized, however, that the simple displays that were already part of biofeedback treatment may not be enough to hold the interest of restless youngsters. He then chose several common video games and linked the biofeedback signal from the player’s brain waves to the handheld controller that guides the games’ actions. “In one auto-racing game, a car’s maximum speed increases if the player’s ratio of beta to theta waves improves. The same sort of feedback also controls the steering,” Pope says.

In the test, six Sony PlayStation games were used with 22 boys and girls between the ages of nine and thirteen who had ADHD. Half the group received traditional biofeedback training; the other half played the modified video games. After 40 one-hour sessions, both groups showed substantial improvements in everyday brain-wave patterns as well as in tests of measuring attention span, impulsiveness, and hyperactivity. Parents in both groups also reported that their children were doing better in school.

The difference between the two groups was motivation. “In the video-game group, there were fewer no-shows and no dropouts,” according to Pope. The parents were more satisfied with the results of the training, and the kids seemed to have more fun.

Since children are more motivated toward video-game biofeedback and may already be familiar with video games, they will not need one-on-one coaching to master the technique. As a result, the cost of the treatment should be reduced and maybe even permit “do-it-yourself” biofeedback. One North Carolina company markets their Play Attention system as a fun bike helmet and game-like video exercises that work on almost any computer. The helmet is lined with sensors that monitor the child’s brain waves, and the child actually controls the computer video exercises by mind alone. Parents should not expect regular video games to help their children. The wrong kinds of video games might actually hurt children with attention disorders.

Parents, however, may be hesitant to switch from traditional treatment programs. One parent whose child currently takes drugs to control ADHD says, “Our son is using drugs to control his attention problems and although we don’t like giving him the pills, he is no longer causing problems at school. We try to keep our son away from things that might make him hyperactive. Unless our doctor tells us to do this brain wave training in a hospital, we are not going to buy a machine to do our own treatment at home.”

Brain-wave biofeedback alone may not be a substitute for drug therapy. Professor Stephen Hinshaw, an expert in the field of child clinical psychology at UC Berkeley, gives a reserved opinion about biofeedback treatment. “Biofeedback is a promising potential alternative, but unfortunately the kinds of really well-controlled studies that might support its clinical benefits have yet to be performed.” The two treatments have complementary aspects that make them effective as adjuncts. A single dose of Ritalin, for example, acts quickly but only for a few hours, and most patients take it only on school days. Brain-wave regulation takes a long time to learn but has the potential for longer-lasting effects.

Researchers and clinicians are realizing that ADHD is not easily outgrown. Most doctors support an approach that combines good nutrition, sleep, exercise, and learning strategies as well as biofeedback and drug therapy. The possibilities for brain-wave biofeedback are very promising since its benefits could last a lifetime. Video game biofeedback therapy may provide a more tolerable and long-lasting form of treatment for children through a medium they are more likely to enjoy.

An Innovative Technology for Individuals with Autism Spectrum Disorders

An Innovative Technology for Individuals with Autism Spectrum Disorders

By Linda Creamer Aug 1, 2005

Parents and teachers commonly encourage children to “pay attention.” But what does pay attention mean? What does it physically feel like? When you instruct a child to pay attention, typically their perception is that they are already paying attention! Obviously, attention is an abstract, subjective concept, and one that is incredibly difficult to manage for children with attention problems and autism. Its abstract and subjective nature also makes it difficult to teach. Special needs children would directly benefit from a program that would allow them to control their attention and establish a relationship between attention and behavior.

Years ago a local psychologist hired me to initiate a special program at his office. It was called Play Attention. Play Attention is a feedback-based program that enables individuals to control a series of computerized cognitive tasks by attention alone. Through a sensor loaded helmet, the student can actually control computer screen characters — make them fly, swim, etc. — simply by focusing on them. If the student loses focus because of fidgeting, being off-task, or some other self-distracting behavior, the characters go the wrong direction. This allows the student to actually see a direct correlation between behavior and attention. This program enables the individual to understand the concept of paying attention with concrete visual stimulation as well as understanding the way his/her body is physically feeling and reacting. It shifts attention from an abstract concept to a concrete, controllable reality. It is a tremendously powerful teaching tool.

The producers of Play Attention call its training technique Edufeedback, the combination of feedback with a behavior modification program that enables adults and children to improve attention and decrease their impulsive behaviors. Edufeedback is based on neuroplasticity, defined as the brain’s ability to restructure, reorganize, and rewire when properly challenged and stimulated. Play Attention uses EEG neurofeedback in the background to allow the monitoring of concentration. It couples this with five different cognitive tasks including attention stamina, visual tracking, time on-task, short-term-memory sequencing, and discriminatory processing. Impulsivity is measured as well during the tasks.

I worked with the psychologist for two years and achieved many successes using Play Attention with ADHD individuals. It increased their increased ability to focus and attend to details and it decreased their levels of impulsivity. Although Play Attention was developed for individuals with attention problems, I have helped many students with varying levels of autism achieve amazing results in an after-school tutoring program. Play Attention is also offered during schools hours to children who are diagnosed Autistic and in the full inclusion program.

Presently, some researchers and experts recognize that there is a correlation between Attention Deficit / Hyperactivity Disorder (AD/HD) and Autism Spectrum Disorders. Some believe that ADHD is closely related to Asperger’s Syndrome. Autism Spectrum Disorders and ADHD are developmental disorders that affect the areas of social skills, behavior, and communication. Sensory oversensitivity is also recognized in both developmental disorders. There are several website links to various articles and information from the PlayAttention website that further explain this relationship in detail. Every child with Autism requires different types of strategies and program interventions due to individual behaviors and level of understanding. The following are strategies and results used with different Play Attention clients with Autism and behavior difficulties. These are the findings of a teacher who is presently using the program with clients’ on the Autism Spectrum. I am not a researcher. Therefore, the following should be considered case studies and not controlled studies. The student’s names have been changed to protect their anonymity.

Summary

When combined with special strategies as well as transfer and generalization techniques, Play Attention has produced remarkable results for students with Autism and ADHD. The core Play Attention system allows the teacher to modify and adjust it curriculum to accommodate the special needs of these children.

I have used the combination of biofeedback and behavior modification, known as edufeedback, as an effective strategy to produce positive results with the performance of people with ADHD and Autism Spectrum Disorders.

The increased ability to attend, reduced impulsivity, development of cause/effect relationships, expanded communication abilities, social skills, sensory integration, and development of positive behaviors are observable and measurable with each student. Academic skills in reading comprehension and math concepts have improved due to the students’ ability to attend for longer periods of time. Again, these changes are actual and quantifiable. Please see the Case Studies below.

These results have been documented by a special educator who is tutoring her students with Play Attention and not by a research team or an employee of Play Attention.

Read the Case Studies

Video Games and Brain Development

Recently, Scott Bauer of the Associated Press (July 27, 2005) released an article entitled: Blind Teen Amazes With Video-Game Skills.

In it, Bauer writes of super video game whiz, Brice Mellen. Brice is super proficient in games such as Mortal Kombat and others. The only difference between Brice and his peers is that Brice is blind. The following excerpt is from the article and is an exceptional example of neuroplasticity or Brice’s ability (his brain’s ability) to compensate for his loss of sight.

And as he easily dispatched foes who took him on recently at a Lincoln gaming center, the affable and smiling Mellen remained humble.

“I can’t say that I’m a superpro,” he said, working the controller like an extension of his body. “I can be beat.”

Those bold enough to challenge him weren’t so lucky. One by one, while playing “Soul Caliber 2,” their video characters were decapitated, eviscerated and gutted without mercy by Mellen’s on-screen alter ego.

“I’m getting bored,” Mellen said in jest as he won game after game.

Blind since birth when his optic nerve didn’t connect because of Leber’s disease, Mellen honed his video game skills over the years through patient and not-so-patient playing, memorizing key joystick operations and moves in certain games, asking lots of questions and paying particular attention to audio cues. He worked his way up from games such as “Space Invaders” and “Asteroid,” onto the modern combat games.

“I guess I don’t know how I do it, really,” Mellen said, as he continued playing while facing away from the screen. “It’s beyond me.”

Mellen knows this much: He started playing at home when he was about 7.”

Brice has learned how to control play through adaptation. He can play with his back to the screen and use finely tuned listening skills to calculate distance and position. Applying this with exquisitely tuned kinesthetic skills on the joystick, and he has a powerful combination that few can beat.

His mastery is a mystery; however, it is a true example of the human brain’s ability to adapt when given the correct stimulation and learning environment. It remains unfortunate, at the time of this blog, that science has yet to catch up or tap into the immense innate capacity of the human brain.

When I developed Play Attention, I was acutely aware that cognitive training/development through video game usage was an incredibly motivating discipline. The intrinsic interest in computer video gaming provides a tremendous teaching environment.

Off-the-shelf commercial video games provide little cognitive improvement, if any according to recent research. They do teach the user to identify screen objects quickly and accurately. They may quite likely decrease one’s ability to control sustained attention, impulsivity, and aggression as well.

Thus, it is imperative to provide specific goals for game play. Play Attention teaches and increases specific cognitive skills typically deficit in persons with attention problems. I systematically structure the teaching/learning process to produce cognitive and behavioral changes. This, of course, does not happen in off-the-shelf games where violence is the objective. It is important to remember that our brains are ALWAYS affected by what we input into them.

Training the Brain: Cognitive Therapy As An Alternative To ADHD Drugs

I have written for years that only by redefining ADHD can we address the problem through education and training. Finally, the movement is approaching mainstream as indicated in the article from Scientific American entitled, Training the Brain, Cognitive Therapy As An Alternative To ADHD Drugs.

It is interesting to note that the techniques mentioned in the article have been incorporated in the Play Attention cognitive tools for about ten years.

“Recent studies support the notion that many children with ADHD have cognitive deficits, specifically in working memory–the ability to hold in mind information that guides behavior. The cognitive problem manifests behaviorally as inattention and contributes to poor academic performance. Such research not only questions the value of medicating ADHD children, it also is redefining the disorder and leading to more meaningful treatment that includes cognitive training.”

Salient issues raised by the author include:

1. The difficult decision by parents “To medicate or not? Millions of parents must decide when their child is diagnosed with attention-deficit hyperactivity disorder (ADHD)–a decision made tougher by controversy.”
2. While medication may calm a student’s outward behavior, research shows that it does not increase cognitive ability manifesting in improved academic performance, social relationships, or defiant behavior over the long-term.
3. This has led scientists to research effective means of cognitive training as a substitute.

This is really a shift in our understanding of this disorder from behavioral to biological,” states Rosemary Tannock, professor of psychiatry at the University of Toronto. Tannock has shown that although stimulant medication improves working memory, the effect is small, she says, “suggesting that medication isn’t going to be sufficient.” So she and others, such as Susan Gathercole of the University of Durham in England, now work with schools to introduce teaching methods that train working memory. In fact, working-memory deficits may underlie several disabilities, not just ADHD, highlighting the heterogeneity of the disorder.”

The article focuses on Dr. Torkel Klingberg of the Karolinska Institute in Sweden who trained around 40 kids with ADHD with a software program that addressed “working memory.” After more than 20 days of training parents reported that their children had greatly improved attention and lessened hyperactivity.

Klingberg essentially proved that cognitive retraining improved neurobiological function. This work has been underway with Play Attention since 1994. It’s good to see the paradigm shift beginning to happen.

Video Games Improve Reading Scores for Children with ADHD

Essentially, the researchers used a computerized dance program to stimulate neural pathways thus increasing attention and therefore reading comprehension. Another example of neuralplasticity.

The story from ABC News:

Get Out! Popular Dance Video Game Helps Kids with ADHD

The same video game that endlessly distracts kids from schoolwork may improve concentration and memory, according to a study on a small group of children with attention deficit disorder. Researchers found that playing Dance Revolution, the arcade hit from Japan where dancers try to match the steps of a gyrating computer animation, led to an intriguing boost in reading comprehension.

“We’re still in the beginning stages,” cautioned Tammy McGraw, an education specialist with the Appalachian Educational Laboratory and lead author of the study. “But if we can demonstrate that video games help, we can find solutions that do not require us to medicate children as much.”

The game McGraw and her colleagues tested is a far cry from the gang violence found in Grand Theft Auto or the bloody martial arts action of Mortal Kombat. There isn’t even any bumping or grinding. Available for such popular home gaming systems as Sony’s PlayStation II and Microsoft’s Xbox,  Dance Revolution involves stomping on four large buttons to a danceable beat in what educators describe as a mix between Twister and Simon Says.

McGraw, who presented her findings at a recent Digital Games Research Association conference in Vancouver, Canada, said that she first got the idea to study the game after seeing a long line outside a mall. Following the endless convoy of adolescents, McGraw was surprised to find what everyone was waiting for: a chance to shake it against a virtual dancer.

McGraw had recently read about research suggesting visual and rhythmic stimulation could improve reading and attention. Perhaps, she thought, this emerging theory about learning could be matched with the latest video game craze.

“There are a lot of ways to help kids read better,” said McGraw, adding that few children find them interesting. “Kids naturally gravitate toward video games.”

As part of the study, McGraw and colleagues recruited 62 sixth graders who suffered from attention deficit hyperactivity disorder (ADHD). First, the children were given a series of reading tests. Half the kids were then instructed to play Dance Revolution for about an hour a week. The other children continued with their normal routine.

Just to ensure that no parent was taken aback by the unusual educational aid, McGraw said they chose the Disney version of the game, which includes a dancing Mickey Mouse and songs by Chubby Checker.

Three months later, the kids took the same reading tests again. The scores were largely the same for both groups, but those who played Dance Revolution did slightly better with so-called receptive coding skills, the ability to immediately recall a word or series of numbers. This type of testing indicates greater focus and attention, a key issue for children with ADHD. The more times the kids played the game, the better they did.

“This was the real hot spot,” said McGraw. By quickly matching their movements to visuals and music, children who play Dance Dance Revolution seem to strengthen the areas of the brain that are necessary for better memorization, McGraw explained. Since the game is exciting, these skills are more easily improved.

McGraw hopes to press ahead with her research to find a broader educational role for Dance Revolution, as well as other video games.

“Everyone is playing them,” she said, “And it’s something schools can afford.”

Computer Video Games Do Have Benefits

The BBC reports that video games can have positive benefits, just not where one would expect them. Note, too, in the following report, no decision was made regarding chronic use and its effects.

Computer games ‘do have benefits’

Computer games can aid children’s health and do not deserve a wholly negative reputation, an expert says.

Mark Griffiths, professor of gambling studies at Nottingham Trent University, says they can be a distraction for children undergoing painful treatment.

Writing in the British Medical Journal, he added that games can also help children with attention deficit disorders gain social skills.

But he said violent games, like violent films, might fuel aggression in some.

You can’t tar all games with the same brush Professor Mark Griffiths,
Nottingham Trent University

However, Professor Griffiths said this group could be prone to aggression, which could have been triggered by other factors such as witnessing violence in the home or seeing it on TV.

After 15 years of research into video games, Professor Griffiths said he wanted to redress the balance of public perception of their effects.

He said games could be used as a very powerful form of distraction for children undergoing painful treatments.

Professor Griffiths pointed to studies which had shown children undergoing chemotherapy and treatment for sickle cell anaemia had benefited from being given games to distract then.

He said they needed less pain relief and had less nausea and lower blood pressure than those who were simply told to rest after their treatments.

‘Trivialised’

Professor Griffiths also highlighted specific cases where video games had been used to help treat specific physical conditions, including an eight-year-old boy whose illness caused him to pick his lip, causing scarring.

Previous treatments had failed so the boy was given a hand-held video game to keep his hands occupied.

Two weeks later the affected area had healed.

Computer games have even been used as a form of physiotherapy for arm injuries

Professor Griffiths told the BBC News website: “You can’t tar all games with the same brush.

“Video gaming is safe for most players and can be useful in healthcare.

“Although playing video games is one of the most popular leisure activities in the world, research into its effects on players, both positive and negative, is often trivialised.”

He added: “On balance, there is little evidence that moderate frequency of play has serious adverse effects, but more evidence is needed on excessive play and on defining what constitutes excess in the first place.

“There should also be long-term studies of the course of video game
addiction.”

‘Scapegoat’

He said it was possible games could fuel violence in some.

But he added: “It is not possible to say what is cause and effect. These could be aggressive individuals who sought out these games.

“And aggression could stem from seeing violence on TV or in the home.”

Dr Guy Cumberbatch, head of the independent Communications Research Group in the UK, agreed with the editorial’s conclusions.

“Video games are always used as a scapegoat for concerns.

“There’s no doubt that many games are found to be offensive by many. But there are many media forms, films or TV programmes, where that is the case.”

Are We a Nation of ‘Psuedo-ADD’ Sufferers?

Are We a Nation of ‘Psuedo-ADD’ Sufferers?

Society’s Breakneck Pace Encourages Lack of Focus, Concentration, Some Say

Americans often have hundreds of television channels to choose from, and high-speed Internet access, e-mail and personal digital assistants keeping them connected – but if you are so “connected” that you’re beginning to feel rather disconnected, you may not be alone, some mental health experts say.

We are becoming a nation of attention deficit disorder sufferers, says Dr. John Ratey, a professor at Harvard Medical School and the author of “Delivered from Distraction.”

“We value not spending much time thinking about one thing,” Ratey says. “These are hallmark symptoms of people with what we call pseudo-ADD.”

A Nation of Multi-Taskers

Hundreds of thousands of children and adolescents have received a clinical ADD diagnosis for an inability to focus and concentrate in school. But what about the non-medical problem of “cultural” ADD?

Being able to multi-task effectively is a prized quality in our society. Take Eileen O’Connor, a former ABC News producer and now a wife, mother of five, law student and non-profit executive. She feels like being able to multi-task is the only way to cram all she needs to do into her hectic days.

“I would go to class, listen to the lecture and on one [computer] screen be taking notes,” O’Connor says. “And on another screen, I was on my e-mail, actually e-mailing [my kids] or people in the office.”

But Ratey argues that multi-tasking is not as efficient as we might think.

“The brain is not riveted, it’s not focused,” he says. “You’re seeing a lot more noise in the brain. You’re using more of your brain to try and pay attention.”

One recent study showed that workers don’t spend more than three minutes on any given task, and they’re usually interrupted every two minutes.

Other research said it takes a person 50 percent longer to complete two tasks done simultaneously than if they were done separately.

In other words, asking your brain to keep hitting pause and play doesn’t save time.

Kids in Overdrive

Even busy, supercharged moms like O’Connor worry about kids growing up in overdrive, trying to do a million things at once – even homework.

Jim Steyer is the chief executive officer and founder of Common Sense Media, a non-profit group that encourages family-friendly entertainment. He says Americans are raising a generation of media-saturated kids.

In fact, the latest figures show kids spend 8½ hours a day using different kinds of media – from television to computers to video games.

“They’re spending too many hours in front of the screen – either a TV screen or a computer screen – and it does contribute in some ways to attention deficit disorder,” Steyer said.

Video Game Helps Concentration

Some parents are trying to get their kids to refocus by using a video game.

Former teacher Peter Freer invented a concentration game called “Play Attention,” which borrows from technology and exercises developed by NASA to sharpen pilots’ focus.

To play the game, a person will put on a helmet with sensors attached to it. The goal is to use your powers of concentration to make a virtual alien rise to the top of the screen. If you get distracted, the alien will fall down the screen.

Freer says that after logging 40 to 60 hours playing the game over several weeks, children and adults showed permanent improvement in their attention spans.

“The more [you] do this, the better you’ll be able to do it at will,” Freer says.

But do you really need a video game to improve concentration? O’Connor and her family are determined to slow down a bit and enjoy the simpler things.

“A typical day is nuts,” O’Connor said. “But then there are times when we say, ‘Whoa, we just gotta stop here.’ We do stop with a family dinner, and I think that sort of brings us back to reality.”

Copyright © 2005 ABC News Internet Ventures

Children Today: Multi-tasking or Multi-distracted?

As I’ve qualitatively interviewed hundreds of people that I meet at conferences and seminars, I’ve found one underlying current especially relevant to the pace of life right now: most of us feel overwhelmed. We are exposed to information from cell phones, faxes, email, TV, radio, pagers, PDAs, print media, computers, the Internet, etc. This constant bombardment results in a feeling of information overload. It’s probably the brain’s natural response to being inundated by information non-related to its survival as most of the information transmitted to us is fairly useless; it’s throw-away, disposable information. Most people I’ve interviewed say that they cannot even recall what they received in their email or heard on the news the previous week. Throw away, disposable information.

According to USA Today in an article entitled, “So much media, so little attention span“, children that are exposed to 8½ hours of TV, video games, computers and other media a day — often at once — may be losing the ability to concentrate. The article questions, “Are their developing brains becoming hard-wired to “multi-task lite” rather than learn the focused critical thinking needed for a democracy?

These troubling questions are raised by a Kaiser Family Foundation media study this month, says educational psychologist David Walsh of the National Institute on Media and the Family, a Minneapolis non-profit. Even more troubling is the answer: We don’t know, Walsh and other experts in the field say.”

As I noted previously, adults feel inundated by information. Children respond differently. School psychologists and teachers typically report that children have a more difficult time attending now than every before. Children have a more difficult time staying still and listening if the presentation is not highly entertaining.

“The problem intensifies after third grade, when harder course work requires children to concentrate, adds Susan Ratteree, who supervises other public-school psychologists in suburban New Orleans. Diagnoses of attention-deficit hyperactivity disorder (ADHD) “have gone through the roof,” she says. Though the disorder is more recognized these days, children seem to be different too, “and many teachers think the fast-paced media is having an effect.”

Children are more attuned to distractions around them. “They attend to everything — the air vents creaking, someone talking. They bounce from task to task. Teachers here say kids have more trouble getting organized, and their attention spans are not as good as they used to be,” says school psychologist Tamara Waters-Wheeler of the Bismarck-Mandan, N.D., public schools.

Studies with college students and adults show that the brain doesn’t work as well when it focuses on more than one task, Walsh says. If the challenge demands a lot of attention, mental performance is particularly poor. But he says there are no such studies on today’s kids as they multi-task with new media — instant- messaging, plugged into an iPod and doing homework at the same time.”

Science Daily from a study that appeared in the May 13, 1999, issue of the journal Nature(1), relates multitasking behaviors to the prefrontal cortex. “Investigators have mapped a region of the brain responsible for a certain kind of multitasking behavior, the uniquely human ability to perform several separate tasks consecutively while keeping the goals of each task in mind. Using imaging technology, scientists from the National Institute of Neurological Disorders and Stroke (NINDS) found that a specific type of multitasking behavior, called branching, can be mapped to a certain region of the brain that is especially well developed in humans compared to other primates.”

“The results of this study suggest that the anterior prefrontal cortex, the area of the brain that is most developed in humans, mediates the ability to depart temporarily from a main task in order to explore alternative tasks before returning to the main task at the departed point,” says Jordan Grafman, Ph.D., Chief of the Cognitive Neuroscience Section at the NINDS and a co-author of the study.

“We believe that this finding is important because branching processes appear to play a key role in human cognition,” says Etienne Koechlin, Ph.D., also of the NINDS Cognitive Neuroscience Section and a co-author of the study. “In everyday life, we often need to interrupt an ongoing task to respond to external events and we all experience how demanding it is to react to these events while keeping our minds on the original task.”

According to previous studies, humans may be the only species capable of performing branching, which involves keeping a goal in mind over time (working memory) while at the same time being able to change focus among tasks (attentional resource allocation). For example, people who are interrupted by a phone call while reading must be able to keep in mind the memory of what they were reading just before talking on the phone. Once the phone call is over, they should be able to return to the last sentence read and continue reading.”

Almost everyone shifts attention from one task to the next during a normal day. ADHD people shift attention more so than others, but have lesser ability to focus for very long on mundane or ordinary levels of stimulation.

It is important to put the following question: how much can we shift our attention before the tasks at hand do not get completed or begin to suffer in performance. Given our differences as a species, this will likely vary among the population and the complexity of the tasks.

Recent research issue of Psychological Science, a journal of the American Psychological Society,>indicates that our brains weren’t made to multitask. A splendid example is driving while speaking on a cell phone. Some states have outlawed this behavior due to increased accident rates. It seems that we are far too distracted to focus on driving if we’re talking or dialing.

The researchers explain the multi-tasking/distracting phenomenon using two terms: “passive queuing” and “active monitoring.” Passive queuing implies that new incoming information has to line up for a chance at being processed – a queue – just as you wait in a queue in the doctor’s office. A focal point in the brain receives and processes the information one piece at a time.

Active monitoring (people who swear they can multi-task) suggests that the brain can process two things at once – it just needs to use a complicated mechanism to keep the two processes separate.

Researchers from MIT think that the brain works by passive queuing, the non-multi- tasking approach. “…in a study to be published in the June issue of Psychological Science, a journal of the American Psychological Society, [researchers] examined the brain activity involved in multitasking. They gave people two simple tasks. Task one was identifying shapes, and for some subjects, task two was identifying letters, for others it was identifying colors. The subjects were forced to switch from one task to the other in either one and a half seconds or one tenth of a second. When they had to switch faster, subjects would take as much as twice as long to respond than when switching more slowly.

Using MRI technology, Jiang, Saxe and Kanwisher examined subjects’ brain activity while performing these tasks. They observed no increase in the sort of activity that would be involved in keeping two thought processes separate when subjects had to switch faster. This suggests that there are no complicated mechanisms that allow people to perform two tasks at once. Instead, we have to perform the next task only after the last one is finished.”

It is logical to ask then, if we expose ourselves to enough high-input stimulation (media, computers, cell phones, etc.) will this rewire the brain to accommodate the input? The USA Today article suggests that some research on media-exposure “suggests that children’s brains might be changing so they can juggle and concentrate better than their elders.

Scores on intelligence tests have been steadily rising since the 1940s, says University of Utah neuropsychologist Sam Goldstein. The tests measure a child’s ability to shift and divide attention, but they also cover problem-solving and comprehension skills. “They’re smarter,” Goldstein says.

Another germane fact: In the Kaiser study, computer use and TV didn’t seem to affect grades, but more time playing video games and less time reading were linked to poorer grades. About half of kids have a video game player in their rooms; more than two-thirds have TV sets.

Violent video games and TV have been shown to encourage aggressive behavior, says Michael Rich, a Harvard pediatrician and director of the Center on Media and Child Health in Boston. Also, the more TV watched, the more overweight a kid is likely to be, he says.”

Although no long-term research has been performed to verify brain changes, it is widely accepted that the brain changes due to the external environment (neuroplasticity). Therefore, it makes perfect sense that all initial indications point to the fact that we are changing as a species due to our technology.

Is our change for the better or worse? If the answer is related to driving and speaking on a cell phone, the answer is obviously worse. If it’s related increased IQ scores it’s for the better.

Still, the fact that children want to be entertained more now than ever before, the fact that they have a more difficult time sitting still and listening, the fact that they cannot pay attention to something as simple and beautiful as a flower because “it’s boring” is most disturbing. Proponents of the technology evolution/revolution propose that children can now learn faster and must have more stimulating input. It’s difficult to argue against that. However, there exists a fine line between entertainment and education. Our finest discoveries have come from carefully examining the nuances of relationships, cells, atoms, and the cosmos. I would maintain that our survival as a species depends on our ability to fathom the great subtleties of life. This is not discovered through high stimulation, but by a careful, quiet examination of the world around us.

Stephen Hinshaw

I just wanted to take a moment to further comment on The November 13, 2004 Boston Globe article, Playing their Way to Improved Concentration, referring to Play Attention, a feedback based learning system I created for persons with attention problems. It uses a video game format to teach cognitive skills typically deficit in children and adults with diffused attention.

In order to balance out the article, Globe reporter Hiawatha Bray sought out the expert opinion of Dr. Stephen Hinshaw.

Dr. Stephen Hinshaw chairman of the psychology department at the University of California at Berkeley and an expert on hyperactivity disorders, said techniques that teach concentration may work in a doctor’s office, but often stop working when the child reenters his home or classroom. “I’m not a cynic, but I’m a skeptic until things are proven pretty thoroughly,” Hinshaw said.

I admire Hinshaw’s candor. Frequently experts are requested to remark on technology or teaching methods they have never seen or used. They must produce off the cuff remarks. Hinshaw should be respected as he utilizes multi-modal approaches to treating AD/HD and has a book worth reading.

While I was not allowed to comment about Dr. Hinshaw’s remarks in the article, I would like to comment that Play Attention is the preferred educational learning system for students struggling with attention problems in over 450 school systems in the US. We’ve recently received a 91% satisfaction rating from our users because of our great support and teaching method utilizing feedback technology.