At our office, the QEEG is a prerequisite to a Neurofeedback training program. It is the centerpiece of our evaluation process providing the "blueprint" in designing and guiding an effective program for improving brain function through the use of Neurofeedback/EEG Biofeedback training.
A QEEG aids in understanding the nature of the difficulty a person might be experiencing such as a poor attention span, mood, memory, sleep, brain injury, etc. based on numerous measures and statistical analysis. Multiple patterns emerge from our 19 channel QEEG providing extensive and distinguishing information regarding how your brain 'talks to itself'.
At this time, we have a combined 43+ years experience in Neurofeedback and private clinical practice. We are both licensed at the highest levels in the state of Michigan and are considered by many, to be leaders in the field of Neurofeedback. We are among the most experienced providers of the NASA developed S.M.A.R.T BrainGames™ technology.
Our role as your clinical supervising provider includes being responsible for assessment and evaluation of your condition; assessing the appropriateness of home training for you and then designing a specific home training program (protocols) into your S.M.A.R.T Box for your individual needs. We then monitor your progress at scheduled intervals, are available to verbally or electronically consult with you, meet with you, advise when change's are needed for example, advances in program. Our role also includes providing periodic assessment tools for you to complete and return to us for monitoring ongoing progress in numerous areas. We might also have suggestions concerning needs or resources you have as an individual or family.
It is true that many children who struggle with paying attention can easily focus on playing video games. The ability to focus on playing video games becomes a useful tool in video game based EEG Neurofeedback training.
EEG Neurofeedback exercises and conditions the brain to improve its capabilities. Just like physical exercise improves overall health, EEG Neurofeedback improves overall brain function. One must exercise regularly to enjoy the health benefits. Similarly, one must use EEG Neurofeedback to enjoy its benefits. Video games make the training fun, immersive and interactive so training can take place more frequently and the benefits of the conditioning process can be realized.
If you decide that you want to run a 10k race, you first begin by jogging and then running longer and longer distances. As you run for longer periods of time you are building muscle strength, improving cardiovascular fitness and lung capacity. As you continue to run for longer distances, your body become better conditioned. These improvements allow you to run the 10k but you also recognize the benefits in day to day activities. Whether it is going for a leisurely walk, walking up a flight of steps or just participating in life, there are overall benefits of increased energy and vitality as a result of this increased physical conditioning.
As one uses SMART BrainGames and the brain is effectively conditioned, the benefits are realized across ALL conditions- whether it is concentrating in the classroom, doing homework or chores- the brain is now working at a more efficient level so improvements are realized in ALL areas!
The SMART BrainGames Home Training EEG Neurofeedback System works with hundreds of off-the-shelf video games. We recommend the Sony PlayStation consoles; PlayStation, PlayStation One and PlayStation 2. PlayStation has the largest library of video game titles of any of the console manufacturers. There are two types of games that work well with our system; racing games and jumping games. The criteria for using a game for training are that the 'X' button on the game controller needs to be actively and consistently used during game play. The effects of the 'X' button need to be objective and measurable within game play.
Racing games work wonderfully with our system. The 'X' button is like the accelerator on a car. It is consistently used during game play to make the car go faster and the effects of pressing the 'X' button are measurable and observable: the longer you press the faster you go.
Another game category that works well is what we call 'jumping' games. Jumping games are games like Spyro the Dragon, Crash Bandicoot and Ratchet and Clank. The 'X' button is used actively and consistently in game play. The 'X' controls the characters ability to jump. Jumping up steps, across cliffs. The action of the 'X' button is objective and measurable defining how high or how far the character can jump.
Another important effect of game play is that the D-Pad control is used for direction control. There are literally hundreds and hundreds of games that meet these criteria and can be used for training purposes with the SBG system. See game list